The Last Bunker
von HyperHippoGames
The Last Bunker
Tags für The Last Bunker
Beschreibung
Ein brandneuer Prototyp von den verrückten Köpfen bei Hyper Hippo! Jemand (ganz sicher nicht du) hat ein schreckliches Virus freigesetzt, das Menschen in willenlose Zombies verwandelt! Zum Glück zahlt es sich aus, stinkreich und extrem paranoid zu sein, denn du besitzt den letzten Bunker! Öffne deine Türen für die müden (und etwas stinkenden) Massen, die vor den Zombiehorden fliehen. Natürlich müssen die Überlebenden, sobald sie gerettet sind, auch ihren Beitrag leisten, oder? Schleuse sie so schnell wie möglich durch Dekontamination, Klinik, Café und Vorratslager, damit sie in deinem Labor wertvolle Wissenschaft für dich produzieren können. Verwende Wissenschaft (und eventuell gesammelte Goldene Gehirne, die von Zombies oder dankbaren Überlebenden fallen gelassen werden), um deinen Bunker mit praktischen Upgrades wie zusätzlichen Geschütztürmen, Zombie-Fallen, erhöhter Überlebenden-Spawnrate und stärkeren Klicks zu verbessern. Wenn du genug davon hast, Zombies mit der Maus zu sprengen, kannst du auch Fähigkeiten einsetzen, um großzügig Landminen und Stacheldraht vor deinem Bunker zu verteilen. Oder vielleicht hilft ein Luftangriff? - Hinweis: Dieses Spiel ist ein früher Alpha-"Vertical Slice"-Prototyp. Es sind viele neue Features und Inhalte geplant, aber nur, wenn dir der Prototyp gefällt! Sag uns also bitte unten in den Kommentaren, was dir gefallen hat, was nicht, was du als Nächstes sehen möchtest und was deiner Meinung nach hinzugefügt werden sollte. Und wie immer: Danke fürs Spielen!
Spielanleitung
- Benutze die Maus, um Überlebende auszuwählen und ihnen einen kleinen Geschwindigkeitsschub zu geben. - Klicke auf Zombies, Bosse und Beuteschnecken, um ihnen Schaden zuzufügen und sie kurzzeitig zu verlangsamen. - Wenn genügend Überlebende für eine Station (wie Dekontamination, Klinik, Café oder Vorratslager) in der Schlange stehen, wähle sie aus, um eine bestimmte Anzahl durchzuschleusen. - Wähle Fähigkeiten aus "Forschung und Upgrades", um sie zu aktivieren, sobald du genügend Ressourcen hast.
Entwickler-Updates
Thank you to everyone who has played and provided feedback thus far, please keep it coming!
Kommentare
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!