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[ALPHA] Deadly Days Pixel-style zombie apocalypse strategy game (by Pixelsplit)

09-26-2017, 08:05 AM
#1
Joined: Sep 2017
Location: Germany, Frankfurt am Main
Posts: 14
[BETA] Deadly Days Pixel-style zombie apocalypse strategy game (by Pixelsplit)

EDIT: We are now in Beta Phase and are still searching for testers!
Check the changes and explanations here (Attention: High GIF amount ):
http://forums.toucharcade.com/showpo...5&postcount=10
---

Hi!

We are Pixelsplit and today we want to kick of our Alpha Test for our upcoming strategy game "Deadly Days".

What is it?
"Deadly Days" is located in a post-apocalyptic setting, but not far from today. The player takes responsibility for a group of survivors and must build a base. To do this, the survivors must swarm out daily and collect parts. However, caution is advised, because the survivors are not alone in the city - meat-addicted zombies are on the rise. Blast them away with air strikes, arm or cure your survivors. But don't leave them out there alone!



In Detail
The core game is basically a wave-based game (waves are called days for us). Your survivors collect loot and you must support them with different skills. Currently, we divide the skills into three categories: Air Support, Weapon crate and Medical Support.



In addition, there is a category with special abilities that you can get through crates. Use them wisely!



Each day becomes harder than the previous day, but also offers more loot and better crates. Loot comes in the form of two resources: scrap and parts.



Between the days (= waves) comes the (quiet) night. Here you have the possibility to stock up your "tokens" (for the different skill categories). This is done with scrap. In addition, you have the option to activate reserve survivors (if any have died), but this also costs a few parts. Your scrap expires as soon as you lose all the survivors.

Use Parts to upgrade your base (upgrades can be made in various categories). Then survive for more days to gain more loot. Base-Building is offered once before starting the waves. As soon as you lose all the survivors, you can go back there.

So, the loop is Base Building -> play days (and nights) -> Die -> Base Building -> play days (and nights) -> Die and so on. Parts do not expire.
The ultimate goal is to climb the Leaderboard and reach the highest possible score.

Gain experience by playing games that will help you level up. These level-ups give you an improved badge, but even more important bonus crates. You get experience for some actions like killing and looting.
Another important aspect is the year system. You start in year 0 (after the outbreak of the zombie apocalypse). A meta goal is to create as many years as possible. You can move on to next year in the base, but that costs a lot of parts. Of course, you also get something: Your survivors become stronger and you get more parts and points.

We think that this is how zombies will be created:
Most big companies are big money-makers, right? The worst are the ones related to food. What if there was a burger chain called MKing, which would add a few drops of a secret ingredient to the meat? An ingredient that makes all consumers addicted. After prolonged consumption, the brain is massively damaged, so that after some time only one area remains active. The area that controls the consumption of meat. You only want one thing: meat and more meat! To make matters worse, the brain is switched off to such an extent that natural death is no longer possible. Only a high level of violence can help!

Who are we?


We - Pixelsplit - are an indie dev studio based in Germany, Frankfurt am Main. Formerly (since 2010) we were known as ZEICHENKRAFTWERK or sometimes ZKW Games.
We made several games (in different genres) before. Our last one was the well-received title "Tales of the Tiny Planet".

If you want to test it ...
... and are an iOS user then just drop us an email to deadlydays@pixelsplit.games .
The e-mail should contain your name and e-mail.
When the build is Apple approved, we'll send you a TestFlight invite.

If you would like to use your Android Device, then just go here: https://play.google.com/apps/testing...lit.deadlydays

Why are we alpha testing this?
First, we would like to know whether the game concept is well received by you. And if the implementation is fun.
Since the game will be an F2P game, we also want to know if the balancing and retention will work that way. We have tested different balancing settings and now we just need feedback from real players - you guys.
But in general, we want any kind of feedback from you guys: ideas, balancing, the good, the bad.

Ok... F2P you say... why?
We would like to try to deal with the topic openly, your feedback is also needed here! We think "paid" doesn't work anymore in the store, of course with some exceptions. Currently we are planning to finance the game with mainly optional advertising, eventually we will add InApp purchases later so that crates can be opened immediately.

Screenshots
And here for the sake of completeness screenshots.






We are looking forward to an open discussion with you and of course to many testers!

Last edited by pixelsplit; 10-13-2017 at 07:26 AM.
09-26-2017, 08:06 AM
#2
Joined: Sep 2017
Location: Germany, Frankfurt am Main
Posts: 14
0.9.0 - 12.10.2017 (Beta introduction)
• Added: Special Event system: On some days special events happen (e.g. big zombie horde)
• Added: Tactics menu to give more control over characters in some situations (regroup, prioritized enemy, send survivor back to base)
• Added: Daily loot boost (double parts)
• Added: When touching gravestones, you get some scrap
• Balancing: Costs for activaiting reserve survivors in night mode increase per use
• Balancing: Higher years don't increase your points anymore (led to points not beeing based on skill)
• Balancing: Harder enemy levels give you more points now
• Balancing: Going to next years doesn't reset your upgrades anymore
• Balancing: Increased probability of crate spawns on map
• Balancing: Going to next year leads to higher income now (more parts)
• Polish: Show damage taken number above enemies
• Polish: Survivor should not be layered on another
• Polish: Upgradable categories will be highlighted green now (when you have sufficient parts)
• Polish: Crates are ordered now (remaining time)
• Polish: Added feedback when a crate was found on the map
• Polish: Abandon button in night mode is hold to abandon now
• Polish: Changed color of crate in main menu
• Polish: Fade out map at edges (thus allowing a bit more camera scroll)
• Polish: Increased size of health arrows above characters
• Fixed: Characters didn't check correctly if an obstacle is in sight when shooting at enemies
• Fixed: Shine in crate opening animation didn't scale correctly
• Fixed: Color of tracking arrows not matching color above charcaters
• Fixed: Tracking arrow scaling was to small on tablets

0.8.7 - 29.09.2017
• Fixed: English is now fallback language (instead of German)
• Balancing: Buffed area heal (higher radius and healrate)
• Balancing: Adjusted balancing of shotgun (is now much stronger)
• Balancing: Adjusted balancing of fitness upgrades (stronger now)
• Polish: Crate UI is now just shown if new actions are possible (looting or starting opening)
• Polish: Added new world space crate sprite (should be better visible)
• Fixed: Scrap bonus not working when skipping waves

0.8.6 - Initial Alpha Version

Last edited by pixelsplit; 10-13-2017 at 04:05 AM.

09-26-2017, 09:17 PM
#3
Joined: Apr 2009
Posts: 760
I've been waiting for a game like this for a while. I'm definitely interested.
09-27-2017, 03:28 AM
#4
Joined: Sep 2017
Location: Germany, Frankfurt am Main
Posts: 14
We just sent out the first batch of TestFlight invitations. Be aware that it is still an alpha version
Please send us (this thread would be a good place) any feedback you have (bugs, ideas, improvements).
09-27-2017, 01:53 PM
#5
Joined: Sep 2017
Posts: 5
Hey, how to turn an english version?
I have german language and have no idea what to do.
iPhone 6S, iOS11
09-27-2017, 02:45 PM
#6
Joined: Sep 2017
Location: Germany, Frankfurt am Main
Posts: 14
Quote:
Originally Posted by mudrik View Post
Hey, how to turn an english version?
I have german language and have no idea what to do.
iPhone 6S, iOS11
Hi mudrik! Thanks for your post.

Unfortunately, the fallback language is wrongly set to "German".
So if your system language is not english, it will choose German.
We will send an update to Apple tomorrow.

A possible workaround for now is: temporarily setting your system language to English and then play the game in English. After playing you can simply go back to your old language. Otherwise we hope that the update will be approved as soon as possible. Thank you for your patience!
09-27-2017, 03:54 PM
#7
Joined: Sep 2017
Posts: 5
Thank for advice.
So, the first one is monir - not translated button (see pic 1)
And what is the crate that will open after a year? (pic 2)
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09-27-2017, 04:22 PM
#8
Joined: Sep 2017
Location: Germany, Frankfurt am Main
Posts: 14
Quote:
Originally Posted by mudrik View Post
Thank for advice.
So, the first one is monir - not translated button (see pic 1)
And what is the crate that will open after a year? (pic 2)
Thanks, we'll change the unlocalized button.
The year crate is a long term retention crate, for the ones that will really keep playing this game for a long time.
It'll contain some good stuff
09-29-2017, 11:12 AM
#9
Joined: Sep 2017
Location: Germany, Frankfurt am Main
Posts: 14
The new TestFlight version 0.8.7 just got released. Here the changes:
* English is now fallback language (instead of German)
* Buffed area heal (higher radius and healrate)
* Adjusted balancing of shotgun (is now much stronger)
* Adjusted balancing of fitness upgrades (stronger now)
* Crate UI is now just shown if new actions are possible (looting or starting opening)
* Added new world space crate sprite (should be better visible)
* Fixed scrap bonus not working when skipping waves
* Fixed "Return to base" button not beeing localized
10-13-2017, 04:39 AM
#10
Joined: Sep 2017
Location: Germany, Frankfurt am Main
Posts: 14
Beta Update 0.9.0 (ATTENTION: Gif Alert)

Hi,

at first: thanks to all testers and the great feedback.

Yesterday evening our update 0.9.0 was approved on TestFlight. All testers should now get the newest version. BTW We are still searching for more testers.

In this post we'll explain / show a bit more about the changes.
Added: Special Event system: On some days special events happen
We wanted to give some days a special touch. So we added an event system. We currently implemented five different events. One of them is the zombie horde. The other ones we'll leave as surprise



Added: Tactics menu to give more control over characters in some situations
Getting more control over the survivors was something many of our testers requested, so we gave it quite a high priority.

Regroup
Send all survivors to a user defined point to regroup there.


Prioritized enemy
Sometimes you don't want to rely on the decisions the survivors make. Mark an enemy to prioritize his elimination.


Send back to base
In certain situations you just want one survivor to run back somewhere. We said "somewhere" is base. Usually this can be used in situations where you want to avoid a fight.



Polish: Show damage taken number above enemies
We wanted to give a bit more feedback how weapons and attacks behave. So we added damage numbers when hitting enemies. We think that it feels much more dynamic now But please tell us your opinions!



Balancing changes
We adjusted the balancing at several points, please refer to the backlog to check the exact changes. But in summary we wanted to make the point reward more skill based and the process of going to next year less punishing (or even not at all).

For sake of completeness here the changelog for 0.9.0:
• Added: Special Event system: On some days special events happen (e.g. big zombie horde)
• Added: Tactics menu to give more control over characters in some situations (regroup, prioritized enemy, send survivor back to base)
• Added: Daily loot boost (double parts)
• Added: When touching gravestones, you get some scrap
• Balancing: Costs for activaiting reserve survivors in night mode increase per use
• Balancing: Higher years don't increase your points anymore (led to points not beeing based on skill)
• Balancing: Harder enemy levels give you more points now
• Balancing: Going to next years doesn't reset your upgrades anymore
• Balancing: Increased probability of crate spawns on map
• Balancing: Going to next year leads to higher income now (more parts)
• Polish: Show damage taken number above enemies
• Polish: Survivor should not be layered on another
• Polish: Upgradable categories will be highlighted green now (when you have sufficient parts)
• Polish: Crates are ordered now (remaining time)
• Polish: Added feedback when a crate was found on the map
• Polish: Abandon button in night mode is hold to abandon now
• Polish: Changed color of crate in main menu
• Polish: Fade out map at edges (thus allowing a bit more camera scroll)
• Polish: Increased size of health arrows above characters
• Fixed: Characters didn't check correctly if an obstacle is in sight when shooting at enemies
• Fixed: Shine in crate opening animation didn't scale correctly
• Fixed: Color of tracking arrows not matching color above charcaters
• Fixed: Tracking arrow scaling was to small on tablets

Last edited by pixelsplit; 10-13-2017 at 07:32 AM.