The Last Bunker

The Last Bunker

yapan HyperHippoGames
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The Last Bunker

Puan:
3.0
Yayınlanma tarihi: May 24, 2017
Son güncelleme: June 09, 2017
Geliştirici: HyperHippoGames

The Last Bunker için Etiketler

Açıklama

Hyper Hippo'nun çılgın ekibinden yepyeni bir prototip! Birisi (kesinlikle sen değilsin) korkunç bir virüs saldı ve insanlar akılsız zombilere dönüşüyor! Neyse ki, aşırı zengin ve paranoyak olmanın faydasını görüyorsun çünkü Son Sığınağa sahipsin! Zombi sürülerinden kaçan yorgun (ve biraz kokan) insanlara kapılarını aç. Tabii ki... kurtarılan hayatta kalanlar da bir şekilde işe yaramalı, değil mi? Onları dekontaminasyon, klinik, kafe ve malzeme deposundan olabildiğince hızlı geçir ki laboratuvarında değerli Bilim üretsinler. Bilimi (ve zombilerden veya minnettar hayatta kalanlardan düşebilecek Altın Beyinleri) kullanarak sığınağını ekstra taretler, zombi tuzakları, artan hayatta kalan doğma oranı ve daha güçlü tıklamalar gibi yükseltmelerle geliştir. Zombileri fareyle patlatmaktan sıkılırsan, yetenekleri kullanarak sığınağının önüne kara mayınları ve jiletli teller yerleştirebilirsin. Ya da belki bir hava saldırısı işini görür? - Lütfen unutma, bu oyun erken alfa, "dikey dilim" prototipidir. Birçok harika yeni özellik ve içerik planlanıyor, ama sadece prototipi beğenirsen! Lütfen aşağıya yorum yazarak neleri beğendiğini, neleri sevmediğini, ne görmek istediğini ve eklenmesini düşündüklerini paylaş. Her zaman olduğu gibi, oynadığın için teşekkürler!

Nasıl Oynanır

- Hayatta kalanlara küçük hız artışları vermek için fareyle seç. - Zombilere, patronlara ve ganimet salyangozlarına tıklayarak onlara hasar ver ve kısa süreliğine yavaşlat. - Bir işlemciye (örneğin dekontaminasyon, klinik, kafe veya malzeme deposu) sırada yeterli hayatta kalan olduğunda, onu seçerek bekleyenleri işlemeden geçir. - "Araştırma ve Yükseltmeler" bölümünden yetenekleri seçip, yeterli kaynağın olduğunda onları çağır veya tetikle.

Geliştirici Güncellemeleri

Jun 12, 2017 3:05pm

Thank you to everyone who has played and provided feedback thus far, please keep it coming!

Yorumlar

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Selva avatar

Selva

May. 25, 2017

35
0

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...

HyperHippoGames
HyperHippoGames Geliştirici

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 avatar

KhaoticFuture

Jul. 19, 2017

18
0

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 avatar

Bandman87

May. 24, 2017

26
1

for some reason the lab is not producing science for me

HyperHippoGames
HyperHippoGames Geliştirici

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 avatar

primeoffense

May. 24, 2017

25
1

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.

HyperHippoGames
HyperHippoGames Geliştirici

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 avatar

me_amor007

May. 29, 2017

8
0

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.

HyperHippoGames
HyperHippoGames Geliştirici

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!