Devlog #10 – Final Polish & Alpha Release
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.
Final Systems Polished
Weapon Manager Improvements
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.
Mystery Box Polish
I cleaned up how the mystery box works overall:
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Weapons cycle and hover cleanly
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Jingle plays seamlessly while the box is open
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Player can press [F] to accept a weapon before it disappears
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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.
General Cleanup
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Removed placeholder objects and debug spam
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Cleaned up scene hierarchy and lighting
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Minor bug fixes and logic cleanup across perk machines, wall buys, and UI prompts
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Final round of tweaks to zombie movement, pathing, and wave pacing
Alpha Version Is Out
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:
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Wave-based survival
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Wall buys and point economy
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Functional perks with effects
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Time rewind mechanic
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Mystery box
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Powerups and polish
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Interactive Quick Guide
The Alpha is available now if you want to try it — feel free to leave feedback.
Looking Back
Here’s a quick recap of what Last Loop now includes:
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Environment based on a real university building (ish), scanned with LiDAR
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Wave system with proper progression and zombie scaling
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Dynamic zombie AI using Unity’s NavMesh
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Shooting and movement with reloads, ammo tracking, and weapon switching
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Perks like SwiftShot, Health+ Hooch, and DoubleOrNothin
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Time travel mechanic that rewinds the entire game world
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Powerups (Max Ammo, Insta-Kill, Nuke, Double Points, Pause)
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Mystery box with randomized weapon rolls
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Interactive Quick Guide using Cinemachine and audio blending
What’s Next?
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.
Get Last Loop
Last Loop
Time doesn’t forgive. Neither do the dead.
Status | In development |
Author | Cl0uds |
Genre | Shooter |
Tags | Co-op, Post-apocalyptic, Zombies |
More posts
- Devlog #9 – Powerups & Game-Changers3 days ago
- Devlog #8 – Building the Quick Guide3 days ago
- Devlog #7 – Perks & The Mystery Box3 days ago
- Devlog #6 – The World Rewinds3 days ago
- Devlog #5 – Points, Purchases & Perk Machines5 days ago
- Devlog #4 – Waves, Ragdolls & Chaos5 days ago
- Devlog #3 – Zombie AI Begins5 days ago
- Devlog #2 – Early Gameplay & Time Travel Concepts5 days ago
- Devlog #1: Scanning the Real World12 days ago
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