[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 ):
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!
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 firstname.lastname@example.org .
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.
GIFs from the latest update
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; Yesterday at 09:08 AM.