A few bugs:
1. If you managed to get the nurse in the hospital (sally) as an npc, then go to get the male npc in the back of the police station (releasing him, asking him to join you, etc) you will not receive any new npc.
2. If the player is attacked by the military humvee, then an infinite amount of m60 gunners will keep coming in waves to attack the player.
3. If you accept the crazy man's offer to kill his neighbor, then go to the neighbors house, then select "leave", the game will initiate the page for leaving the crazy man (saying he sees your gun and slinks away into the darkness mumbling) as opposed to initiating a page about leaving the considerably less crazy neighbor.
4. When receiving the male npc from the back of the police station, the npc you earn is a little odd. You receive luke as opposed to aaron (a known criminal), and his icon appears glitchy on his card when you first earn him. (it looks like his icon is overlapping another icon)
5. Luke's avatar always has the option to be healed, regardless of whether he has been injured or not.
6. Scripted injuries do not show up on your health icon. (Ex: i was shot by the military guards while driving the car, as it says in the page, but took no damage)
7. If the military checkpoint guards catch you and you run, the game brings you to a page as if you were just strolling up to the apartment building, rather than fleeing the scene.
8. escaped to safety counts for an unusually large portion of the player's score. and because only one of the possible endings merits an "excellent" score, the player's score is nearly always dropped considerably. Additionally, due to the lack of options for how to end the game, it does not seem like there are enough good options. I have counted 1 excellent, 1 average, and 1 poor ending total, with the rest being "failed". This seems a little unbalanced and makes getting a good "escaped to safety" score too difficult.
9. I have noticed that the "decision making" score actually revolves around how much the player retained their humanity (not killing other survivors, helping wounded, etc). I think it should be changed to "humanity" instead so that this is more clear.
10. The player automatically gets an excellent score for useful items found and weaponry if they are playing in tank mode. These initially earned items should not count towards the end score, i think.
11. On easy mode, the game should be considerably easier, especially at the start. If the player decides to stay put in the house, then when the zombies get in, it should be a defeatable amount (3-6 at MOST), as opposed to the mega horde they instead face, as these deaths-by-mega-horde right from the start seem very unfair, regardless of the warnings the player receives.