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shoot all the dead

Shoot all the dead (Working Title) A Tactical Persistence Defense Prototype The Mission The silence of the sanctuary has been shattered. A relentless, ever-growing tide of the undead is converging on your position. Unlike other battles, this is not a series of isolated skirmishes—it is a war of attrition. Every breach, every crack in your wall, and every resource spent carries a weight that will haunt you in the phases to come. Do you have the strategic mind to manage your resources, repair your stronghold, and shoot all the dead before they tear down your last hope? Key Gameplay Mechanics Persistent Base Defense: Your base health (1000 HP) does not magically reset between levels. The damage you take stays with you, forcing a long-term survival strategy. The War Chest & Logistics: Between waves, access the Base Shop. Spend the "Sun" resources gathered in battle to purchase critical repairs: Patches, Full Repairs, or Complete Renovations. Dynamic Audio Engine: A soundtrack that breathes with the battlefield. The music shifts from calm to chaotic in real-time based on the enemy density on screen. Strategic 10x5 Grid: A refined tactical layout optimized for 16:9 HD resolution, providing a cinematic field of fire. Development Roadmap & Vision Shoot all the dead is a solo passion project by Rafael Domingos, currently in the "Mechanical Prototype" phase. Art Meets Technology Hybrid Development: The game is coded by a single developer utilizing Artificial Intelligence as a high-speed logic partner to build robust systems in record time. Professional Visuals (In Progress): While this version uses temporary assets for balancing, the final release will feature 100% exclusive, hand-drawn art and high-end animations. About the Creator Rafael Domingos is a seasoned professional Illustrator and Animator. With a background in character design, storytelling, and digital arts (visible across platforms like ArtStation), Rafael brings a high level of artistic discipline to the project. This game is being developed during spare time and late-night sessions, fueled by a love for tactical games and visual excellence. Collaboration & Feedback We are actively seeking feedback on balance and economy! As this is a solo journey, we are also open to collaborations with sound designers, musicians, or other enthusiasts who want to help turn this high-performance prototype into a visual and auditory masterpiece. Hold the line. Manage the sun. Shoot all the dead.

Raf Domingos View creator →
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