The Last Bunker
by HyperHippoGames
The Last Bunker
Tags for The Last Bunker
Description
A brand-new prototype from the warped minds at Hyper Hippo!
Someone (definitely not you) has released a horrible virus that is turning people into mindless zombies! Luckily, being stupid-rich and ultra paranoid has really paid off because you happen to own The Last Bunker!
Open your doors to the tired (and slightly smelly) masses fleeing from the zombie hordes. Of course...once survivors are rescued they will have to earn their keep, right? Process them through decontamination, the clinic, the cafe and the supply depot as fast as possible so they can get to work in your lab producing precious Science for you.
Use Science (and any collected Golden Brains that may drop from zombies or grateful survivors) to improve your bunker with all kinds of handy upgrades like extra turrets, zombie punji-pits, increased survivor spawn rates and more powerful clicks.
If you get tired of exploding zombies with your mouse, you can always use abilities to liberally scatter land mines and razor wire in front of your bunker. Or perhaps an airstrike will do the trick?
- Please note, this game is an early alpha, "vertical slice" prototype. There are plans for tons of awesome new features and content, but only if you enjoy the prototype! So please, let us know by commenting below with what you enjoyed, what you didn't like, what you want to see next and what you think should be added and as always, Thank you for playing!
How to Play
- Use your mouse to select survivors to give small speed bursts.
- Click zombies, bosses and loot snails to damage them and briefly slow them down.
- When you have sufficient survivors queued in line for a processor (like decontamination, the clinic, the cafe, or the supply depot). Select it to run a number of the waiting survivors through it.
- Select abilities from "Research and Upgrades" to spawn or trigger them when you have sufficient resources.
Developer Updates
Thank you to everyone who has played and provided feedback thus far, please keep it coming!
Comments
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!