In the distant future; #KILLALLZOMBIES is thrusting civilians into a sport of survival were a ravenous zombie population is unleashed in the name of sports entertainment with television spectators voting upon how many zombies they want to uncage to make survival all the more harder for you to accomplish with the potential of a collective horde of over 1,000 zombies.
The game arena comprises of hundreds of hexagon shaped tiles that are capable of totally changing the dynamics of the gameplay by altering the landscape by spawning obstacles, walls and pits; dynamic obstacles, such as knives, fissures and cannons; and fallen cars and other items; hexagons temporarily caving in on themselves to create dangerous traps for civilians to cautiously navigate; hexagons temporarily raising from the ground to create a blockade that may keep some zombies out, but when they find their way around or if they are all already in front of the barrier, then you are in for a tough time fighting your way out of that horde; alongside many more ever changing hexagonal gameplay dynamics.
Enemies come in waves of various complexities with there always being a huge crowd. There are several big bosses with their own mechanics that arrive at the end of the series of waves. The main goal is to survive as long as humanly possible, while using the weaponry that is at your disposal, items that are scattered throughout the arena and lucky perk combinations.
Killing significant quantities of zombies will earn XP, which will eventually enable the player to level up, which is a very important process as it provides the player with a choice of perks that will be incredibly helpful in surviving the hordes of zombies. The perks have a tremendous power to each of them that can shift the balance of power from the hordes of zombies surrounding you to the player as the perks range from invisibility resulting in the zombies not being able to see the location of the character they are pursuing and insta-death, which sensationally leaves absolutely every zombie in a crumpled heap dead on the ground and not getting back up from it this time, amongst various other perks. For the outstanding performance, player also awarded with badges that shown in main menu and in the global scoreboards.
Multi-kills are announced upon the occasion of the player killing a large quantity of enemies consecutively within a very short period of time, such as killing 100 enemies would be announced as "Multi-kill", 150 enemy kills announced as "Killing spree", 200 enemy kills announced as "Massacre" and 250 enemy kills for "Rampage".
The control scheme revolves around the classic twin-stick shooter:
There is plenty of weaponry at their disposal, such as a 9mm Beretta pistol, Revolver, Sawed-off shotgun, M-16, M-60, a futuristic X-Bow and Plasma Gun. Each of the weapons has their own benefits and disadvantages caused by various attributes including: fire range, fire rate, damage and reload time.
There are various bullet types for firearms ranging from normal ammo to armour-piercing rounds that are capable of shooting directly through zombies, instantly freezing bullets and toxic bullets, which are available in the perks.
Upper left corner: Global high score record, current session score, current level and current level progression.
Below: Timed perk countdown.
Upper right corner: Best Time survived and current timer.
Bottom of the screen: Health bar, current weapon icon and the amount of rounds left in the clip .
In the middle we will eventually render wave cool down timer.
The perks have a tremendous power to each of them that can shift the balance of power from the hordes of zombies surrounding you to the player. The perks are all described in detail on the perk selection screen. Perks possess varying lengths of effectiveness, such as a one shot effect for a huge explosion from "The Duke Is In Town" perk, a time limited effect for freezing bullets from the "Ice Ice Baby" perk and a session permanent effect for moving slower but increasing the amount of damage inflicted upon enemies from the "Heavyweight" perk.
Here is a partial list of chat commands that are accepted by the game while in broadcast mode. We provide players with the pleasure of exploring them on someone else's broadcast. Almost all commands includes some limits - such as count to execute, cool down period and the limit of their usage per session.
Copyright © 2016 Beatshapers Ltd. All Rights Reserved.
This game powered by Autodesk Stingray engine. © Autodesk Inc.