The Last Bunker
autor HyperHippoGames
The Last Bunker
Tagi dla The Last Bunker
Opis
Całkiem nowy prototyp od szalonych umysłów z Hyper Hippo! Ktoś (na pewno nie ty) wypuścił okropnego wirusa, który zamienia ludzi w bezmyślne zombie! Na szczęście bycie obrzydliwie bogatym i ultra paranoicznym bardzo się opłaciło, bo jesteś właścicielem Ostatniego Bunkra! Otwórz drzwi zmęczonym (i lekko śmierdzącym) uciekinierom przed hordami zombie. Oczywiście... po uratowaniu muszą się jakoś odwdzięczyć, prawda? Przepuść ich przez odkażalnię, klinikę, kawiarnię i magazyn tak szybko, jak się da, by mogli pracować w twoim laboratorium i produkować cenną Naukę. Wykorzystuj Naukę (i Złote Mózgi, które mogą wypaść z zombie lub wdzięcznych ocalałych), by ulepszać bunkier o nowe wieżyczki, pułapki na zombie, zwiększoną liczbę ocalałych i silniejsze kliknięcia. Jeśli znudzi ci się wysadzanie zombie myszką, możesz użyć umiejętności, by rozrzucić miny lub drut kolczasty przed bunkrem. A może nalot powietrzny załatwi sprawę? - Uwaga, to wczesna alfa, prototyp „vertical slice”. Planujemy mnóstwo nowych funkcji i zawartości, ale tylko jeśli spodoba ci się prototyp! Daj nam znać w komentarzach poniżej, co ci się podobało, co nie, czego chcesz więcej i co dodać. Jak zawsze, dziękujemy za grę!
Jak grać
- Klikaj myszką na ocalałych, by dodać im przyspieszenia. - Klikaj na zombie, bossów i ślimaki ze skarbami, by zadawać im obrażenia i na chwilę ich spowalniać. - Gdy masz wystarczająco ocalałych w kolejce do procesora (np. odkażalnia, klinika, kawiarnia, magazyn), kliknij, by przepuścić ich przez urządzenie. - Wybieraj umiejętności z „Badań i Ulepszeń”, by je aktywować, gdy masz odpowiednie zasoby.
Aktualizacje dewelopera
Thank you to everyone who has played and provided feedback thus far, please keep it coming!
Komentarze
Selva
May. 25, 2017
Okay. Nice "Pre Alpha." Suggestions follow. 1. Get the stat and help buttons out of the active play area. Loosing a survivor because the zombie is hiding behind the stat button is inappropriate. 2. Get a pause button. 3. Make clear what the upgrades do. (Manager?) 4. You have a glitch where the heads sometimes face the wrong way. 5. Progression is a tad slow. 6. The turrets do not seem to be particularly useful 7. Please do something about the reverse telefraging. Survivors spawning it an existing zombie and dying as a result is not a good plan. 8). The throughput speeds of the various levels of entry seem unbalanced. I'm not seeing how this achieves anything other than a larger and larger lock up of survivors in the bureaucracy. 9. Zombies and survivors could use a bit more variety in appearance. But that's a quibble. 10. How do you loose? Zombies can not harm the base so...
Great feedback! thanks for taking the time. To quickly address your notes. UI is not final and will absolutely need to be moved. Pause is being worked on, but is difficult to add retroactively. We are absolutely working on it. Agreed, Tooltips and upgrade clarity are needed. The facing glitch is in our backlog and bugs us too :). Progression and balance is ongoing, but does feel to slow at the moment, agreed. The spawn wave system needs to be rebuilt, which should address the irritating telefragging you mention. By thoughput speeds do you mean spawn speeds for enemies? if so, this is being looked into for our spawn wave revision for sure. Variety in zombies, survivors and bosses both aesthetically and mechanically are planned. No lose conditions beyond loss of efficiency and time, this will be given depth as we develop. This includes allowing zombies/bosses to harm your structures for sure. Thanks again!
KhaoticFuture
Jul. 19, 2017
Something causes massive lag to build up slowly over time (after about 30 min it is very laggy) I think it may be the blood splatters since that is the only thing that I can see that is constantly added but never disappear.
Bandman87
May. 24, 2017
for some reason the lab is not producing science for me
Hi Bandman, I appreciate the bug feedback! I am looking into this issue now. I haven't been able to reproduce it, but will continue to try to nail it down. Thanks for playing! Edit - This should be fixed today with the patch. Please let us know if you experience any more issues!
primeoffense
May. 24, 2017
This is a really solid concept. I would suggest drastically expanding the turret's range so that it's actually useful and to decrease the constant clicking, which gets old kind of fast.
Hi Prime, Thanks for the kind words, very glad you enjoyed it. Agreed, I think the base range can be upped on the turrets. There is an upgrade to reduce the clicking required on enemies, but it is likely not enough. I definitely want to avoid click fatigue and have big plans to do so in the future, but in the interim I will look towards reducing this too. Thanks for playing! Edit - This has been increased with the latest patch released today. Give it a try!
me_amor007
May. 29, 2017
getting science... no problem, but the brains i need compared to the rate i get them (even after full upgrades) is terrible. Also the guns dont do much, i would like to know te power of clicking and the power of the guns compared to the strength off the zombies Keepit up and it wil be a graet game.
Hi Me_Amor007 Thanks for playing and the great feedback. We're looking into a potential bug with brains not dropping as much as they should for returning users. In addition to this, we're looking into adjusting the guns, zombie health scaling, brain drop scaling and click dmg scaling. Great idea about having the gun damage scaling with your click damage, we'll experiment with this and see how it works out. Stay tuned for updates soon and thanks again!