
When I first saw the name of this game, I wondered if this was another mindless grass-cutting web game. As a result, after playing for a week, I found that this game actually has some tricks, especially in the numerical balance after the version update, which is a bit like watching KPL side warriors adjust in the past.
Let me first talk about one of the most impressive aspects of this game, which is its “millions of zombies” wave design. On the surface, it seems to be idle, but in fact, there is a explanation for the composition of each wave of zombies. For example, after the S3 season update, the blood volume of ordinary small zombies is a little higher, but the movement speed is reduced. This forces you to deploy the reduction tower or control special forces in the defense line in advance, and you cannot be as mindless as in the past. This change is just like when we watch a game. If a hero's movement is reduced by 5 meters, then the entire entry timing and team battle positions will have to be rearranged. You have to think about whether to upgrade the critical hit rate in scientific research first with the resources in your hand, or to first increase the special warrior who can use the rocket launcher to clear out the miscellaneous soldiers to three stars.
Let's talk about the hero pool, which is the special warriors recruited here. In this version, I obviously feel that the shotgun uncle is not very easy to use. Originally, he exploded close to the face, but the official extended the swing of his attack by 0.3 seconds. This 0.3 seconds can easily be replaced by the kind of self-destructing zombie that closes to the face. On the other hand, the female soldier holding a pistol and wearing a beret has a second-level skill in the new version, which can stun enemies within two squares in front of her. This directly changes the defensive strategy of positional warfare. Now when lining up people, you have to think clearly like in the BP stage. If the next wave on the opposite side is a big fat zombie leading the charge, you really can't handle it without hard control.
In fact, what is most interesting to competitive enthusiasts like me is the pull between the development dimension of "technological research" and the rhythm of combat. This game looks very casual when idle, but version updates will lower the marginal benefits of certain technology nodes. For example, in the previous generation version, everyone closed their eyes and clicked "Attack power +5%", but this update changed it to "Damage to elite monsters +15%". This is very particular. This means that you have to go through the zombie illustration in the game yourself, calculate which stage of the zombies at the current progress has the greatest pressure on the defense line, and then adjust the order of your research. Isn't this the balance between operations and fighting? Preservation in the early stage equals stable development, and the formation of science and technology in the mid-term is the rhythm of group advancement.
Of course, it is an idle game after all, and it is definitely not like a 30-minute high-intensity heart-beating experience like MOBA. But before going to bed, I clicked to watch the replay of the defensive line to see if the skill release sequence I adjusted can be perfectly connected. It is still very satisfying. Especially the frequency of official updates of this game is quite real. Every update feels like starting a new ladder match. The planners are indeed working hard on "version balancing". For example, last time they enhanced the range damage of the Molotov cocktail, and this week they slightly weakened the battery life of the machine gun tower. This kind of dynamic adjustment allows people like us who always like to analyze players' outfits when watching games to find another kind of fun.
All in all, if you usually like to think about "equipment formation time" and "lineup fault tolerance", but don't want to be too liver-intensive, then "Destroy That Zombie" can be included in your daily list. After all, being a strategizing commander in the wasteland is another e-sports dream, hahahaha.
By the way, the developer Nanjing Moxie Network Technology Co., Ltd. has indeed paid attention to balance. I heard that it is currently working on a community feedback channel. I feel that it is quite a game that can listen to advice. It will not be bad at first glance. I sincerely invite all commanders to give it a try and develop units that you think are unpopular but powerful. See you in the next version! 🚀🧟♂️