Posted May 25, 2025 by Cl0uds
Time to talk about powerups. This update brings five distinct powerups into Last Loop, each with their own effect and visual presence. It’s a huge boost to gameplay variety and gives that hit of classic Zombies chaos.
When a zombie dies, there’s now a random chance it’ll drop a powerup.
Powerups float in the air with a rotating animation
Triggered when the player walks into them
Each powerup executes a unique effect
They’re all easy to expand — just plug into the system
Refills ammo on every gun the player owns, whether currently equipped or not. Makes planning and resource management feel way more strategic.
For a short duration, any damage instantly kills zombies. Helps clear out large waves or hold down choke points with ease.
Triggers a massive explosion that instantly wipes out all zombies currently on the map. Complete with sound, flash, and a satisfying ripple of ragdolls.
Doubles all points earned for a limited time. Combos great with Insta-Kill.
This one’s unique to Last Loop — when grabbed, it freezes all zombies in place for a few seconds, letting you reload, reposition, or just breathe. It's a literal time-out.
Each powerup is driven by a shared base script and assigned a prefab + effect handler. It’s super modular:
Easy to tweak chances, durations, and visuals
Powerup types stored as enums
New powerups can be added in minutes
Later I plan to make them float/bob with particle effects for better visibility, and maybe randomize spawn sounds for that juicy pickup feedback.
Add UI indicators for active powerup timers (Insta-Kill, Double Points, Pause)
Fine-tune drop rates based on wave or player state
Possibly combine with the world rewind system (e.g., allow rewinding powerup drops to try get something else)