After 19 Alphas my only criticism is with combat and zombie pathing.
Hand-to-hand combat is unbearable especially at low levels: zombies don't flinch properly (if at all), hit box at point blank doesn't make sense, and animations make game play non-intuitive. Zombies should always respond to receiving a hit. Sometimes this is a knock back, knockdown, or decapitation; sometimes this is a flinch. A flinch should be a random interruption duration between a split second (where zombies will attack before you can swing again) and a slightly longer duration (allowing you a second swing before it recovers). Flinches need animations. Flinches are not as effective as knock backs but represent minimal effect from receiving blows. This feedback mechanism should be happening with each hit--melee or ranged.
Zombie pathing around obstacles is not the problem. The pathing problem is related to the compass' orientation between the user and the zombie. If you aim N, S, E, or W the zombie will run straight at you (good). However, if you aim NE, NW, SE, or SW the zombie will zig-zag block to block rather than run directly at you (bad). This is highly unrealistic and makes ranged combat unbearable. A zombie is dumb and should be running straight at you and not zig-zag just because you are shooting in a NE, NW, SE, or SW direction.
Other changes are looking great. Keep up the good work TFP. ❤️❤️❤️
Pritch