Zombies vs. Humans
Zombies vs. Humans
Zombies vs. Humans
Zombies vs. Humans
Zombies vs. Humans
Zombies vs. Humans
Zombies vs. Humans
Zombies vs. Humans
Zombies vs. Humans
Zombies vs. Humans
Zombies vs. Humans
Zombies vs. Humans
Zombies vs. Humans
Zombies vs. Humans
Zombies vs. Humans

Editor's Notes

  • #5 Call out iPhone background app issue, rumored to be resolved in v3 of OS.<number>
  • #8 Goal: Fill in board with solid background (ala JQ) or reach a certain score. Fixed / simple vs scalable. Power ups run across bottom of screen – 3 slots. <number>
  • #9 <number>
  • #10 Offensive = activate (shotgun does “damage” to opponent, reducing their progress)Defensive = passive (thick hide mitigates shotgun damage)Assistance = Ability to call on a friend to help out; effectively wins encounter. Slow recharge (1x per hour, doesn’t stack).Characters gain XP after surviving an encounter, which gives them greater power in encounters (stats for auto, boost / power-ups for manual).Classes likewise can give a bonus to encounters. A doctor could slowly regenerate health somehow, while a soldier does extra damage. This may be an unnecessary complication, however.<number>
  • #11 Zombie might just restart as level 1 (new host) to offset single vs double elimination advantage of humans.<number>
  • #12 Safe zone = time outs.Bonuses based on proximity to same sides; more immediate and real-time than “gangs” in ___Wars.<number>