
Zombies and Luig is a short, mouse-only point-and-click puzzle game by Dialobic, with music and sound design by Nativica, built in just two weeks for NoPoly’s Game Jam #1 around the theme “Roles Reversed.” You play as Luig, exploring an abandoned space station whose corridors are covered in sticky residue and patrolled by “gummy-zombies” — squishy, giggling creatures that are surprisingly polite as far as zombies go.
Your job is to find Mr. Pog, a greedy little character from earlier Luig games who’s gotten himself stuck here yet again, by working through escape-room style puzzles using a single inventory slot and a lot of careful observation.
| Feature | Details |
|---|---|
| Developer | Dialobic (music/sound by Nativica) |
| Made for | NoPoly’s Game Jam #1 — theme “Roles Reversed” |
| Development time | Two weeks |
| Engine | Godot |
| Genre | Point-and-click puzzle / escape room |
| Player character | Luig |
| Goal | Find Mr. Pog, a recurring character from earlier Luig games |
| Inventory | Single-slot — one item at a time |
| Platform | Browser (HTML5) — also on itch.io |
Contents
- Controls
- The Premise — Roles Reversed
- The Gummy-Zombies
- The Single-Slot Inventory
- Tips
- The Luig Series
- Similar Games
- FAQ

Controls
| Action | Input |
|---|---|
| Look around / direct line of sight | Mouse movement |
| Interact, solve puzzles, collect items | Left Click |
The entire game is played with the mouse — confirmed directly by KBHGames. Moving the mouse directs Luig’s line of sight and look around the environment, while left click handles every interaction: talking, picking up items, manipulating panels and levers, and solving puzzles. One detail worth knowing going in — Luig’s eyes follow your cursor, and that visual feedback is part of how the game points you toward interactive objects. If you’re stuck, paying attention to where Luig is looking is more informative than randomly clicking around the screen.
The Premise — Roles Reversed
The “Roles Reversed” jam theme shapes the entire setup. In earlier Luig games, Mr. Pog — described consistently as “that greedy little porker” — was typically the one being searched for or rescued by other characters. Here, you play as Luig, searching for Mr. Pog, who has once again wandered into trouble, this time aboard an abandoned space station overrun by gummy-zombies. One itch.io commenter summed up the reversal neatly: “Love how each Luig game gives us something new, and this one really felt different, especially with the zombies being able to kill us… Surprised me that this time we are not looking for Luig, but play as him.”
The optional “zombie” prompt from the jam is woven in via the gummy-zombies, and the developer notes a subtle nod to a “Time” theme hidden in the mechanics and puzzles — something to keep in mind if a puzzle seems to involve timing or sequencing rather than pure observation.
The Gummy-Zombies
Despite the horror-adjacent setup — flickering lights, sticky corridors, strange giggling from unseen corners — the gummy-zombies are “actually quite polite for the undead,” per KBHGames. They function primarily as obstacles that block routes rather than direct threats in most interactions, forcing you to find alternate paths through the station. That said, one itch.io commenter specifically noted this Luig game stands out because “the zombies being able to kill us” is new for the series — so while they’re polite, they’re not entirely harmless, and treating every zombie encounter as purely cosmetic would be a mistake.
The contrast between the cute, consistent art style and the “dark space horror trope” setting is intentional — KBHGames notes this contrast directly, and it’s part of what makes the gummy-zombies feel more like quirky environmental puzzle pieces than conventional horror enemies.
The Single-Slot Inventory
You can carry one item at a time — confirmed by 1games.io: “manage a single-slot inventory carefully while exploring each room.” This constraint shapes how you approach the station. Picking up an item you don’t immediately need means you can’t pick up something else until you use or drop the first one. Smart item usage — choosing what to carry and when — is itself part of the puzzle design, not just an inventory limitation layered on top of separate puzzles.
The station itself is described consistently across sources as containing: an abandoned control room with blinking panels, narrow corridors hiding interactive objects, locked doors requiring logic and item combinations, and secret corners with bonus balls and hidden eggs — optional collectibles beyond the main puzzle path for players who explore thoroughly.
Tips
▸ Watch where Luig’s eyes go, not just where your cursor is
The eye-tracking visual feedback is a built-in hint system. If you’re stuck in a room, slowly sweep your mouse across the whole screen and watch for moments where Luig’s gaze locks onto something — that’s the game telling you an object is interactive, even if it doesn’t look obviously different from the background art.
▸ Don’t pick up an item until you know roughly what it’s for
With only one inventory slot, grabbing an item speculatively can leave you unable to pick up something you actually need a moment later. If an item’s purpose isn’t clear, it’s often better to leave it and come back once you’ve explored further and have a better idea of where it fits — unless leaving it means losing access to that location.
▸ Treat zombie-blocked routes as a routing puzzle, not a combat problem
Since the gummy-zombies primarily function as route blockers, encountering one isn’t necessarily a fail state to avoid at all costs — but given that at least one source confirms zombies can end a run, don’t assume every zombie is purely decorative either. If a path is blocked, look for an alternate corridor or compartment before assuming the blocked path is the only way through.
▸ Explore for hidden eggs even after finding the main path
The “secret corners containing bonus balls and hidden eggs” are explicitly optional content layered on top of the main escape puzzle. If you’ve found a route forward but haven’t fully explored a room, it’s worth the extra minute — these collectibles don’t block progress, but they’re part of what reviewers describe as the game’s charm, and missing them means missing content that was deliberately placed.
▸ Keep the “Time” theme in mind if a puzzle feels stuck on observation alone
The developer confirms a subtle nod to a “Time” theme is hidden in the mechanics. If a puzzle seems to require something beyond just finding and combining items — like waiting, repeating an action, or noticing something that changes over a short interval — that’s likely intentional rather than a sign you’re missing an item.
The Luig Series
Zombies and Luig is part of an ongoing series of short puzzle games by Dialobic featuring the character Luig. Other entries referenced alongside it include:
- Hide and Luig
- Strange and Luig
Each entry is described as offering “something new” within the same general short-puzzle, point-and-click format — fans of this game’s style and humor are likely to find the rest of the series similarly appealing.
