Posted May 25, 2025 by Cl0uds
This is (probably) the final devlog for Last Loop before submission — and what a ride it’s been.
In this post, I’ll cover the last few systems I’ve polished, how the Alpha version is now playable, and take a quick look back at everything built so far. It’s been chaotic, but Last Loop is finally starting to feel like a proper game — and honestly, I’m proud of how far it’s come.
Weapons now hold max ammo when unequipped, so you’re not punished for swapping guns mid-fight.
If you get a duplicate from the mystery box, it no longer just replaces your current weapon — instead, it refills your ammo. This small change makes the gameplay feel way smoother and avoids frustrating moments.
I cleaned up how the mystery box works overall:
Weapons cycle and hover cleanly
Jingle plays seamlessly while the box is open
Player can press [F] to accept a weapon before it disappears
Added logic for ammo refills on duplicate draw
Everything’s way more readable and intuitive now. It feels more like a feature and less like a placeholder.
Removed placeholder objects and debug spam
Cleaned up scene hierarchy and lighting
Minor bug fixes and logic cleanup across perk machines, wall buys, and UI prompts
Final round of tweaks to zombie movement, pathing, and wave pacing
With everything in place, I packaged up the current build as a playable Alpha. It’s by no means perfect, but it includes all the core systems:
Wave-based survival
Wall buys and point economy
Functional perks with effects
Time rewind mechanic
Mystery box
Powerups and polish
Interactive Quick Guide
The Alpha is available now if you want to try it — feel free to leave feedback.
Here’s a quick recap of what Last Loop now includes:
Environment based on a real university building (ish), scanned with LiDAR
Wave system with proper progression and zombie scaling
Dynamic zombie AI using Unity’s NavMesh
Shooting and movement with reloads, ammo tracking, and weapon switching
Perks like SwiftShot, Health+ Hooch, and DoubleOrNothin
Time travel mechanic that rewinds the entire game world
Powerups (Max Ammo, Insta-Kill, Nuke, Double Points, Pause)
Mystery box with randomized weapon rolls
Interactive Quick Guide using Cinemachine and audio blending
Although this is the final devlog for the submission, I don’t think I’m done with Last Loop. I plan to keep working on it in my own time — polishing the visuals, expanding the perk system, maybe even adding some lore like i originally planned.
At the very least, I want to push this to a level where it stands as a strong portfolio piece — something that showcases not just my technical ability, but my love for game design.