The Craze City field guide / 05
Zombie games with different enemy types: read the threat
Enemy variety matters when different threats ask you to make different decisions. Look for changes in movement, reach or timing that you can recognise during play. Several zombie names and models can still create the same encounter if every enemy approaches and attacks in exactly the same way.

A player’s guide from the studio building Craze City. The full mobile game is prelaunch; the café browser challenge is playable now.
Start with the decision each enemy creates
A faster enemy may make distance harder to maintain. A heavier one may change when it is safe to approach. A ranged threat may make cover or route choice more important. The exact behaviour belongs to the game, but each type should give you a reason to notice it.
Watch two enemy types separately before judging a crowded battle. Can you explain what you would do differently around each one? If the answer is only that one has more health, the variety may be mostly numerical. That can still increase difficulty, but it offers a different kind of learning from distinct behaviour.
Silhouettes need to survive a small screen
A bestiary portrait gives you time to inspect details. Combat does not. Look for shapes, movement patterns or visible cues that remain recognisable at ordinary phone size. If two important threats differ only by a small colour change, a busy scene may make the distinction difficult.
Effects and camera distance matter here too. A clear model can become unreadable behind flashes or overlapping enemies. Watch an encounter at the density you expect to play. A quiet demonstration of one character is useful, but it does not prove that you can recognise the same threat inside a large group.
Combinations can be more important than counts
Two simple enemy types can create an interesting problem when they arrive together. One may pressure your movement while another punishes staying in place. A game does not need dozens of variants if combinations change how you use the space.
For learning, look for a gradual introduction. Meeting a new type in isolation gives you a chance to understand it before several demands overlap. If a game introduces everything at once, the encounter can become memorising names under pressure. The beginner guide focuses on those learning conditions.
Reading Craze City's Deadwood design
Craze City's current Deadwood material includes distinct infected types, with additional pressure appearing deeper into the area. The horde design article explains the underlying development approach, and the interactive overview makes the current progression visible as a schematic.
Those pages are development explanations, not a released enemy handbook with final counters. This guide does not invent special weaknesses, exact damage values or a best weapon for every type. The mobile game is prelaunch. When full encounter footage is available, the useful test will be whether the visible differences help players make decisions during actual combat.
Make it your kind of game
Your shortlist checklist
Tick the things you want to check before choosing. This is a scratchpad for this visit.
Inside our city / in development
Where Craze City fits
Craze City’s current Deadwood design includes enemy variety and deeper-area escalation. The mobile game is prelaunch. The website explains that structure without claiming final damage values, weaknesses or a tested counter for every infected type.
See actual game capturesQuick questions
Does more enemy variety always make a better zombie game?
No. A smaller set can be interesting if behaviours combine well and remain readable. Many names with identical behaviour may add less than a few clearly different threats.
Why should I watch enemies in a crowded scene?
Details that are clear in a portrait can disappear during play. A crowded encounter shows whether silhouettes, movement and cues still help you make decisions.
