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:

  • 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.

General Cleanup

  • 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

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:

  • 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.

Looking Back

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

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.

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