Devlog #9 – Powerups & Game-Changers


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.

How It Works

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

Implemented Powerups

Max Ammo

Refills ammo on every gun the player owns, whether currently equipped or not. Makes planning and resource management feel way more strategic.

Insta-Kill

For a short duration, any damage instantly kills zombies. Helps clear out large waves or hold down choke points with ease.

Nuke

Triggers a massive explosion that instantly wipes out all zombies currently on the map. Complete with sound, flash, and a satisfying ripple of ragdolls.

Double Points

Doubles all points earned for a limited time. Combos great with Insta-Kill.

Pause (Custom Powerup)

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.

Under the Hood

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.

What’s Next?

  • 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)

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