Cats Vs. Zombies 3

Page created January 9, 2021

Introduction

About 4 years ago (when I was 9), I played a lot of Plants Vs. Zombies 2 (I believe it was my favorite game at the time). And being the 9-year-old I was, I decided to make a real-life game based on PVZ2. It was called Cats Vs. Zombies (because I like cats, moreso at the time). Instead of the five lanes in PVZ2 in each level, there was only one lane in which zombies (which I would physically play the role of) would come. You had to place various good items, and cats, to defend against those whom I shall call the "bad bois". There were such classics as the basic Foot Launcher (because I liked cat feet; yes, you throw decapitated cat feet at zombies) and the double foot launcher (Which throws two feet at a time), and many more. I am actually talking about the sequel to the first CVZ because the first one is likely lost to time... I haven't played this CVZ[2] game since 2018 (when I revived the game for one level or so; it had already been dead for a year), until about a week ago (approx. Teves 17, I think it was). I revived it for a second sequel (which, unlike PVZ after which this is based, is much, much better than the first two). I played it (I mean the first 2 levels; five levels had I planned initially) by myself (now my mom is involved in the game's developement) for a bit and then decided to make very detailed full worlds to the game and write basically everything about the game on my phone, much unlike the first two (CVZ 1 and 2). Currently the tutorol [sic] world (5 levels), the first major world (21 levels), and the second major world (26 levels) have I written down. I will (like PVZ2) occasionally add an "update" to the game that will include a new world. Anyway, the gameplay involves me slowly moving across the field while I use my hand to show projectiles hitting me. If I get too far, the player loses. Ocassionally, the player will onlock a new item or cat from completing a level. I will likely [not] post and embed example videos of certain aspects of the game.


The Story

(This story is basically just PVZ2's story, but with La Croix) A man (who is an alphamale, and thus his name is Alphamale) takes a very good sip of La Croix that was so good that he wants to go to the company that makes La Croix, and ask them to remake that sip. First he enlists a friend to fight the zombies that have broken into his house and made it to his living room. Every level represents one day of zombie attack. Once he kills 'em all, they travel to Canada to attempt to get their La Croix. They must fight the Inuit bad bois there and then fight Mr. Dungbard, who is the king of the bad bois, in his eskimo leader form. Once he defeats him, he then travels to a beach, which is the next stop on their journey towards the National Beverage (the La Croix company) headquarters! Mr. Dungbard is there too, and he sends them a giant army of zombies, yet again. Alphamale, once he defeats this army, goes on to fight Mr. Dungbard yet again! Then Mr. Dungbard, after he recovers, escapes to Area 51, having his friend deploy zombies at Alphamale.



The Game

Version 3.5 (update made February 7, 2024. I also do often make changes that do not warrant a new version number):

Encyclopedia, available upon completion of Inuit Land.
Every level has at least one major wave. At reasonable intervals, the levels progressively have more and more waves, up to four or even five (not recommended), at the game-master's discretion; a wave is a large group of zombies spawning one after the other, some of them may spawn at even faster intervals.
Represent good units with objects, preferably.
The player can choose to not use an upgrade for any particular unit in a level even if they have purchased the upgrade.
The playing field is divided into 30 individual spaces into which the player's units may be placed. Obviously, they cannot overlap, except for special units (e.g. the Cat Tree and Blanket).
A basic zombie will reach 5/6 into the field before dying by a Foot Launcher placed since the start. A basic zombie moves one step every 1.25 seconds. And the step moves it about 9 inches forward. Any variation can be used, as long as the zombie reaches the player's base in 17 seconds.
Every item takes two bites from a zombie to eat unless otherwise specified. Each bite takes 1.5 seconds.

Good Units:

the foot launcher and freezer are available immediately at the start of a level

Foot Launcher: Its recharging time (time that must be waited after placing to place it again) is determined by the following: the player can only place the second one after about the time it takes for two basic zombies in a level to die, assuming both died by one foot launcher; then, another may be placed. This is the basis for every other unit's recharging time. Foot-launching units like this launch their attack every second. The way to show the foot hitting the zombie is having your fist come close to your upper chest and then turn the fist into an open hand while it is about to hit the zombie, causing a "splat" effect of the cat foot on the zombie.

Bomb: it does 35 feet of damage. has foot launcher's recharge speed times 2. After the level begins, you must wait half of Foot Launcher's recharge time before using it (but after that, 2 Foot Launcher recharge times must be waited). it takes 10 seconds to arm, until which a zombie can eat it and move on without being harmed.

Double Foot Lancher: launches two feet at a time. takes 2 times recharge of FL (Foot Launcher). this is shown by having both your hands do what I described above.

Returning Foot Launcher: hits a maximum of 5 zombies (and UFO's, but not any other world-specific field obstacles) and comes back. takes 2 times recharge of FL. this is shown by having your hand, palm facing leg, hit and then pass the upper thigh area, and then come back and do it again, in the opposite direction (1.5 seconds time between). this does 1.5 times the damage rate of a regular FL.

Mega Foot Launcher: it will only be ready to use by the final wave of a level, but launches 5 feet at a time: this, and any other quantities of feet hitting a zombie at a time, is represented by doing the same thing mentioned for the double FL, but alternating your hands, until five feet have hit a zombie; do this each foot launching cycle. it dies very quickly from coldness and other world-specific effects, and dies slowly when covered by blanket. it can only be placed in the closest third of the level to the zombie spawn point.

Squid: has only 1 unit of range but may do 10 feet of damage during the time that it takes for an average zombie to enter its attack radius, before it starts to get eaten. may be represented by anything, but preferably an object with many tentacles or their similtudes that all attack a zombie at a time. it has 2 times FL's recharge time.

Freezer: activates on contact (and disappears) and slows (and freezes non-inuit zombies for 2 seconds) all zombies in a small area, making them move at 30% regular speed for 6 seconds. instantly kills earmuff zombies. 1.3 times FL's recharge.

Blanket: represented by a small towel (like a hand-drying towel): covers a good unit to keep it warm, and to protect it from various killing-effects (single-use): lasts for a decent period of time. 2.5 times FL recharge time. it takes 2 bites from a zombie before being destroyed. there may only be one out at a time.

Bowl of Cereal: takes a long time for a zombie to eat it, since it takes 8 bites, acting as a shield. in Inuit Land, only use when there is an immediate threat, because it gets destroyed instantly with the zombies' revenge. it has 2 times a foot launcher's recharge

Insta-Bomb: is placed on a zombie directly, and with no arming time, it dealing 12 feet of damage. same recharge as regular bomb.

Slowing Foot Launcher: foot launcher that slows zombies, causing them to move at 30% normal speed, unless otherwise specified. its recharge time is 2.5 times a regular FL. its effect is not cold, so it doesn't counter earmuff zombie.

Scratching Cat: preferably represented by a hand-drying towel that is layed out and that zombies step on. it is a cat that scratches all zombies who walk on it. it does 8 feet of damage in total to an average zombie that has walked on it and has 2.5 times a FL's recharge. it does 24 feet of damage to a slowed zombie. it does about 2 feet of damage each second a zombie is on it. if it has recharged while one is still out, the new one may be placed on the old one to double its damage. if a zombie is eating a unit (such as a cereal bowl) on the other side of the Scratching Cat, it will not get damaged.

Peeing Cat: An instant-use cat that is represented by a spray bottle that is at its "laser" (or at the opposite, more on that later) setting and the trigger is pulled all the way. while (and a bit after) the beam of pee is hitting the zombie, the zombie is stunned and moved three small steps backwards. this also deals 3 feet of damage to a zombie. its recharge is 1.5 times an FL's recharge. you can also choose to use it with a spray setting when placing it, where it 6 feet of damage (with splash damage), and makes all zombies in a very small area get stunned for 1 second and take 1 small step backwards.

Catnip: another instant-use item that you can place on any cat good boy (like an FL, but not a bomb or the like) (except Squid) and that good boy will perform much better (3 times better for 6 seconds). it has 2 times the recharge of an FL. it can also be used on Peeing Cat, but it will only add 3 damamge to it. for a double foot launcher, it only makes its damage 5. for the mega foot laucnher, it adds an extra 2 feet of damage to the 5. it only adds 5 damage to a poop scoop cat, and causes it to instantly attack

Poop Scoop Cat: a cat that will launch a large clump of poop covered in litter, being launched by a cat holding a poop scoop (the poop hitting the zombie is shown with both hands crossed, and then hitting the zombie while they separate). this attack is launched every 18 seconds and does 22 feet of damage. it has 1.75 times an FL's recharge.

Cat Tree: it may be placed on the same space as a (sentient, cat) good unit, and the good unit will be twice as efficient. it has three times an FL's recharge time. it can only be placed in the closest two thirds of the field to the zombies. for the mega foot launcher, it adds an extra 2 foot of damage to the 5. Its recharge time is 2.5 times a Foot Launcher's recharge time. it adds only 10 damage to the poop scoop cat

Hissing Cat: it has 2.5 times FL's recharge time and will hiss whenever a zombie is almost touching it. the zombie will take two regular steps back, and the hissing cat will do this three times before disappearing.

Multi-Target Bomb: this mine will do 15 damage to the first two zombies that trigger it, and then it will disappear. it has the same arming and recharge times as the regular bomb, and 2 times FL's recharge time. It counts as an instant-use item.

Cat Poop: has 2 times a foot launcher's recharge, and when a zombie steps on it, they trip and fall on the ground for 7 seconds, but the zombie cannot be interacted with. it is unlocked by completing the "Cat Poop Quest", in which headphone, pepper, doctor, and homeless zombies appear. the level is in inuit land. this quest can only be done once inuit land is completed.

Grenade: same as a regular bomb, but does only 7 damage and damages all enemies on the field (and all enemies coming in a wave) once triggered; it only explodes 4 seconds after having been placed. only unlockable by completing the "Grenade Quest", which is a difficult beach land level, featuring basic, towel, swimmer, sexy, digger, and photosynthesis zombie. the seaweed covers half the level, and takes place in beach land. it is only playable after completing beach land.

Copycat: Allows the player to have another one of any unit. Its recharge time is that of the copied unit, plus 1 FL recharge time.

Recharger: Has 1.75 times the recharge of a Foot Launcher, can only be used twice in a level, and allows one unit to instantly recharge

Paw Launcher: Launches cat front paws instead of "feet" (back paws), which do only 0.5 feet of damage, at the normal attack rate. The attack is represented by a more subdued hitting of the chest than for the feet. Cannot be placed at the start of a level. Cannot be used if Foot Launcher is also selected. Half FL recharge time. Unlockable by completing "Paw Launcher Quest", which is playable after completing level 8 of Area 51, and which is located in Area 51. Features Alpeh, Beit, Gimel, Crawler, and Shapeshifter alien zombies. There are three waves, and the player can only use instant-use items. The level is fair, but challenging.


Zombies:


basic boy (12 feet of health)

one with jacket (24 feet of health)

one with blanket (36 feet of health)

bomb boy : runs onto the field, immediately throws throws a bomb at the closest good boy (removes half health of adjacent good boi), and walks at a regular speed from there (15 feet of health)

inuit boy: basic boy but visually different. he wears a small blue blanket.

fur coat boy: he is the jacket boy but visually different. he has a fur coat instead.

cozy boy: he wears the small blue blanket, a fur coat, and mittens. he has the same health as the regular blanket boy from Living Room. he wears his blanket more tightly than the basic inuit

earmuff boy: he has very high health (36 feet of health) and often comes in swarms, but use a cold attack or effect (Freezer) on him and he'll die instantly.

ice eater: he eats a block of ice (preferrably not represented by real ice) after a bit and becomes 3 times faster (because of sensitive teeth). he moves faster after eating the ice the colder the current period is. if it is the extreme cold (in a Weather Extremes level) he will move very fast, and eat most things instantly, and he eats a good boy and a blanet at the same time. when in the Weather Extremes cold period, he takes two bites at a time from the cereal bowl. 14 feet of health.

shaman boy: wears a small blue blanket and holds a stick. he has 15 feet of health and will often restore 32 feet of health to a zombie (although not past an enemy's normal health). he moves very slow and usually stays in the back.

Igaluk: wears fur coat and scarf: Highest health enemy encounter so far. he moves somewhat slow and destroys good bois by swinging his scarf. he is a hunter (and the moon!) who is not affected by the temperature changes quite as much. basically a juggernaut (having 7 times a basic boi's health -- 84 -- meaning it can withstand two regular bombs!). in Vengeance! levels Igaluk also can take 2 revenges (each dealing 42 feet of damage). after 1 he'll lose his fur coat.

Mr. Dungbard Angakkuq: Mr. Dungbard's first appearance and he spawns bad bois and has highest health in the game (along with all other Mr. Dungbard encounters). he wears the red blanket and the colorful towel. he also controls the weather period from the five temperatures seen in this world (regular temperatures and the ones in Weather Extremes). he stands to the side and spawns bad bois, and can only be hit when there are no bad bois. he has about 10 times a basic boi's health. he occasionally walks toward the first good boy and kills it. sometimes he leaps onto a good boy, killing it, and not being very vulnerable to damage. his weaknesses are the squids and returning FLs.

Beach Dude: reskin of basic boy, he wears swim trunks.

Beach Towel Dude: reskin of jacket boy, he wears swim trunks and is wearing a white towel.

Swimmer Dude: reskin of blanket boy (but he moves faster when the tide is high). wears goggles around his neck and swim trunks

Sexy Beach Dude: looks the same as Swimmer Dude, but wears a white towel. he has 5 times a basic bois's health (which equals 48 feet of health). in bobux levels, he has Igaluk's health.

Lifegaurd boy: holds a lifesaver and revives back to full health any bad bois that die in front of him. After 3 revivals he runs away (to save someone drowning) and does not come back (unless there are more of them in the level). He has 30 feet of health. Very slow moving.

Sand Digger boy: a child who walks pretty quickly (2 times basic boy speed) and when he approaches the closest good boy, will dig a hole where the good boy is and the good boy will die. the space where the hole is can never have good bois placed on it for the rest of the level. he has 30 feet of health and walks at normal speed once he uses his shovel (he also loses his shovel after the first 2 uses). the hole is preferably represented by a small hand towel, different from the representation of the Scratching Cat. it takes him only one dig (to slow down).

Sea Monster boy: jumps out of the water in high tide or the seaweed. he crawls (foot launchers and variants dont attack it while crawling) to the nearest good boy and gets up on his legs (takes short bit of time). he then keeps going forward. he has 42 feet of health. he wears a green towel. you can substitute this for a towel of a similar color.

Sun Tanner boy: carries a towel at all times in one hand and once he reaches halfway across the field, he will drop his towel down and lay down for a bit. when he gets up he will have 56 feet of extra health. he enters the field with only 25 feet of health, and can have a maximum of 86 feet of health, almost Igaluk's health. He starts with only 25 feet of health.

Hippie Zombie: he wears any sort of simple hippie clothes. he moves extremely slowly and has his arms up usually. he makes all good bois be 3 times less effective when he is "alive". he has 28 feet of health

Waterbender boy: wears a blue shirt. he's holding a wad of water (represented by a small blue blanket). once he's about half way through he'll land it after making it into a sheet of water onto the good boy area, and eventually will take it away. has the health of a blanket boy and if he gets a bit less than halfway across, he'll use his ability. if you kill him before he takes away the water, the water stays.

Mr. Dungbard in the form of Poseidon: same as previous world, but spawns all bois from this world. he also controls the gimmics of this world instead of the previous world. eventually he throws down a sheet of seaweed, only to get tangled in it when he is defeated.

Headphone Zombie: is the same as earmuff boy but wears headphones and instead of the freezer instantly killing him, the peeing cat does, because pee + electricity = electric shock? he also has 42 health

Pepper Zombie: eats the contents of a packet of pepper and will run fast when he eats it. he is the same as ice eater, but runs much faster and has 15 health

Doctor Zombie: has a bottle of pills. he gives pills to regenerate zombie health to 15 more than their regular health. he is the same as shaman, but regenerates more health

Homeless Zombie: wears his shirt around his neck and uses it to hit good bois. he is the same as igaluk, but has 108 health

Photosynthesis Zombie: same as suntanner, but he gains 200 health, is faster, and starts with 42 health

Alien Zombie Aleph: Basic zombie, but is an alien, and only gets slowed 50% by slowing units. He, and all other alien zombies, wears a shirt, and the front of the shirt is behind the head, supported by the head, to form an alien costume.

Alien Zombie Beit: Jacket zombie, but is an alien, and only gets slowed 50% by slowing units. He wears a green towel.

Alien Zombie Gimmel: Blanket zombie, but is an alien, and only gets slowed 50% by slowing units. He wears a white towel.

Crawler Alien Zombie: Crawls on the ground (as fast as a basic zombie) and can only be damaged by instas, and scratching cats, which do twice damage to him. He has 12 health. He can be slowed (not by a projectile-throwing unit).

Alien Zombie Daled: Wears a dark towel, has 50 health, and moves at 4 times speed when "slowed." He also eats at 2 time speed when "slowed."

Shapeshifter Alien Zombie: wears shirt regularly and throws cat feet at the good units, four per attack cycle. Each foot deals 1/6 the damage of a zombie bite, and it attacks at a Foot Launcher's rate. It has 42 Health but is slow and cannot deal damage to units aside from throwing feet at them. He launches feet at half speed when slowed. He stays in the back of the field and does not move unless no good units are present.

Area 51 Raider: Human zombie who carries his shirt. He runs 6 times faster than a basic zombie and has 60 health. This does not include his eating speed. Because he is a human [zombie], he is slowed 66% by slowing units, still leaving him moving fast.

Mr. Dungbard Alien Overlord: He's not actually an [extraterrestrial] alien [as if they're real at all...], he's an overlord OF aliens. He has 180 health and spawns Area 51 enemies, controls the world gimmics, and has otherwise the same abilities as previous Mr. Dungbard encounters.


Bobux Emporium:

After you clear a level once, you can return to the level (except in Living Room) and optionally play the level again with a special condition. Clearing this special level will give you one Bobux. You can buy various things with Bobux. Levels 17 (although level 17 only adds 6 feet of health to each zombie in the special condition version) and onward of Inuit Land only adds 12 feet of health to each enemy, instead of doubling their health. Levels 19 and onward of Beach Land also only add 10 feet of health to all zombies. Level 21 of Inuit Land does not have this special condition level. The condition for the special levels is: all bad bois have twice their normal health. Also, zombies spawn a bit less quickly in these special levels. The information on these paid levels is right below the list of Inuit Land levels. You can show THIS list of items in the Bobux Shop to the player.


first world: "Living Room":
the player must choose 5 or less units per level. this applies in all worlds, unless the 6th unit slot quest is completed. also, the one unit the player has available before completing the first level is the foot launcher.
level 1: only basic boy. drops the bomb item.
level 2: basic and jacket bois. drops the double foot launcher
level 3: basic and blanket bois. drops the returning foot lancher
level 4: basic, jacket and blanket bois. drops the mega foot launcher
level 5: basic, jacket, blanket, and bomb bois. drops squid. gives access to Inuit Land
world ends

second world: "Inuit Land":
first world gimmic: periods of average, blizzard, and warm temperature. the blizzard one makes enemies go slower, but slowly kills good bois. warm period: enemies go faster and very slowly heals good bois.
second gimmic: at various intervals (first level this appears in is level 5) some inuit bois the player killed will come back for revenge and the first good boy will be destroyed (this only happens at each major zombie wave). when the revenge time comes, some bonus projectiles will be thrown at the enemies if a good boy previously died. 3 projectiles for each dead good boy (only if the good boy was an attacker).
this world's first special minigame: "Vengeance!": every 10 seconds or so, a good boy gets destroyed by an animal getting revenge. bad bois get killed by vengeance more often as well. to make it fair, good bois can be produced twice as often. first Vengeance! level: 3
second minigame: "Weather Extremes": there are two temperatures: extreme cold, and very warm. extreme cold: bad bois move extremely slowly, good bois die fairly quickly. very warm: good bois heal very quickly and have a higher health cap. bad bois move extremely fast. first Weather Extremes level: 6
level 1: basic inuits only
level 2: basic and fur coat ones
level 3: Vengeance! with basic and fur coat bois. drops the freezer
level 4: basic, fur coat, and cozy bois
level 5: basic, fur coat, and cozy bois (first level with the revenge mechanic)
level 6: Weather Extremes with basic and fur coat bois. drops the blanket
level 7: basic and earmuff boy. drops the world map, which lets you play levels you already completed
level 8: Basic, fur coat, cozy, and earmuff bois
level 9: Vengeance! with basic, fur coat, cozy, and earmuff bois
level 10: MASSIVE ATTACK: basic, fur coat, cozy, earmuff bois. drops the cereal bowl
DIALOGUE:
MR. Dungbard says: "Hey, I'm Mr. Dungbard! Wahwhahahh! I see that you 'alphamale' have decided to get some tasteless orange juice alternative, at the potential cost of your life! Before I was conservative on sending my army, but not any longer! Choose to leave, live. Choose to fight, die!"

level 11: Weather Extremes with all bois met so far
level 12: basic, fur coat, earmuff, and ice eaters
level 13: Vengeance! with all bois met so far
level 14: all bois met so far
level 15: Vengeance! AND Weather Extremes with all bois met so far. this level features a lot of ice eaters. drops the insta-bomb
level 16: all bois met so far and shaman
level 17: Planned Attack (you must plan your defenses from 800 dollars -- the pricing of units is based on units of Foot Launcher recharge times. One Foot Launcher costs $100, and all other units' costs are calculated based on that (e.g. the Bomb costs $200). you cannot interact with the level after you set up your defense) with fur coat, cozy, earmuff, and shaman bois
level 18: all bois seen so far plus Igaluk (there are three of them in the level, and they all appear as the last three enemies in the level). drops the slowing foot launcher
level 19: Vengeance! with all bois seen so far except earmuff boi
level 20: MASSIVE ATTACK: Vengeance! AND Weather Extremes with all bois seen so far
DIALOGUE:
Mr. Dungbard: "I misjudged you thinking you would cowardly concede, but no, you instead continued to chase this drink, finding it more important than your own life! Well, your life is indeed less valueable than a stupid mediocre drink! I am going to be merciless this time. Your chance of survival: effectively zero percent! Please concede lest you die the most foolish death in history. Ha! A man dying all for a mediocre drink!"

level 21: Mr. Dungbard Angakkuq, who spawns all bois sen so far. you are now allowed to go to the next world; gives acces to the encyclopedia which lets you see information on good and bad bois; gives access to the Inuit endless mode option in the Bobux Emporium, Inuit Land Endless.
DIALOGUE (before the level):
Mr. Dungbard: "I... Am... Speechless... Well, your stupid decapitated cat feet will have NO effect on me!"
after the level: "This is very amusing, but yet equally terrifying... PLEASE CONCEDE!!!"
world end

Third World: "Beach Land":
this world has 26 levels.
First minigame: "Sadstorm": a sandstorm is constantly happening, that quickly kills good bois and slowly kills bad bois.
Second minigame: "Heavy Waves": a large wave will ocassionally destroy several good bois or bad bois (more rarely). it is like vengance but several bois at a time die and they are chosen randomly. the good bois that die must all be in a continuous group.
Minor world gimmic (gimmic 0.5): occassionally, seaweed (represented by a green blanket) will appear at a random location on which good bois cannot br placed, and bad bois will move much faster on them. they can be of varying size. they exist permanently, and cannot be destroyed. they also appear in more diffcult arrangements the later the level is. zombies walk over seaweed instantly, spending almost no time on them, making seaweed a more significant threat.
Gimmic 1: sandstorms: ocassionally there is a heavy sandstorm that quickly kills the first good boy (it also kills the blanket separately) and makes zombies slower and does 2 feet of damage to zombies.
Gimmic 2: hot sand: occasionally, the sand becomes hot, somewhat quickly killing the farthest (from the zombie spawn point) good boy, and it does high (3 feet) damage to bad bois.
Third world gimmic: occasionally the tide will change to either completely down or completely covering the majority of the field. slows bad bois (except for swimmer). all good bois placed on the water will die.
There will be 5(?) special condition levels (like making the middle of the path the zombies' goal, and such).
DIALOGUE: Mr. Dungbard: "I BEG OF YOU TO STOP NOW! DO NOT THROW AWAY YOUR LIFE FOR A MEDIOCRE DRINK! PLEASE! THIS WILL ONLY LEAD TO YOUR OWN DEMISE! Your chances of survival are lowering continuously! Please... Just..... Stop!"
AlphaMale: "Nah, I'mma keep going after this La Croix. I mean, it tastes pretty good..."
Level 1: Basic and towel beach dudes, and seaweed.
Level 2: Same as level 1 but with swimmer zombies.
Level 3: Sadstorm with all bois seen so far. drops the scratching cat
Level 4: all bois seen so far with sandstorm and sexy beach dude
Level 5: Heavy Waves with all bois seen so far
Level 6: Now hot sand periods appear in levels. all bois seen so far. drops the peeing cat
Level 7: All bois seen so far plus lifegaurd.
Level 8: Sadstorm with all bois seen so far. drops the catnip
Level 9: High tide now appears. All bois seen so far.
Level 10: MASSIVE ATTACK: Sadstorm, with all bois seen so far plus sand digger. drops the poop scoop cat
DIALOGUE after level: Mr. Dungbard: "PLEASE! I will pay you 100 bobux if you listen! All you must do is surrender!"
Alphamale: "Nah."
Mr. Dungbard: "Well I wasn't going to pay you the bobux anyway! Ha!"
Level 11: Heavy waves with all bois seen so far
Level 12: all bois seen so far, the goal location for the zombies is now half its previous distance from the zombie entryway.
Level 13: Sea monster appears with all bois seen so far. drops the cat tree
Level 14: all bois seen so far. you cannot let any good boy die from a zombie(and cannot use instant-use items except for the basic bomb)
Level 15: Sadstorm and Heavy Waves with all bois seen so far
Level 16: sun tanner and all bois seen so far
Level 17: you cannot have more than 3 good bois at a time (including instant use items), seaweed covers half the field. all bois seen so far. drops the hissing cat
Level 18: Sadstorm with all bois seen so far
Level 19: Heavy waves with all bois seen so far plus hippie
Level 20: MASSIVE ATTACK: Sadstorm and Heavy waves with all bois seen so far. seaweed covers the latter 2/3 of the field.
Level 21: all bois seen so far, must not use instant use units. also it is night-time, represented by all lights being turned off. this is preferably done at sundown. this is a purely visual effect. the first enemy is a basic zombie, making it posible without a freezer, which is not allowed in this level. drops the multi-target bomb
Level 22: Sadstorm with all bois seen so far plus waterbender. seaweed covers the latter 2/3 of the field.
Level 23: all bois seen so far, you cannot let any good bois die from a zombie
Level 24: only sand digger, sea monster, lifeguard, sun tanner, hippie, and waterbender zombies.
Level 25: MASSIVE ATTACK: Sadstorm and Heavy waves with all bois seen so far. you cannot let a zombie destroy a good boy. seaweed covers the latter 2/3 of the field.
Level 26: Mr. Dungbard as Poseidon
DIALOGUE:

Before level: Mr. Dungbard: "STOP!!! JUST PL- JUS- You JUST WON'T QUIT!"
Alphamale: "Quitting is for losers."
After level: Mr. Dungbard: "I feel that I held back... Next time I will be merciless!"
Alphamale: "Don't you say that every time?"
Mr. Dungbard: "..... yes....."


World 4: Area 51: Gimmick 0.5: Crashed UFOs: either at the level's start or during the level a UFO which can take 30 or 60 damage will spawn somewhere. The later the level is, the farther into the field it will spawn on average. At the final wave a basic alien zombie will be spawned from it. It kills good units it spawns on. It is represented by a blanket compacted into a small area, and has noticable degrade states over time. The later the level is, the more common the tougher ones will spawn. The tougher ones are represented by a larger blanket and release a beit alien at the final wave. Gimmick 1: Alien Abduction: the farthest back good boy is removed.
Gimmick 2: Nuclear Bomb Testing: all good units and non-alien zombies on the field die. In levels before level 7, it only appears once in each level. After, it appears twice. This world has only 10 levels, including the boss.
The enemies are aliens, who are only slowed by 50%, not 66%, by slowing units.

Dialogue:
Alphamale: "I read online that Area 51 has La Croix!"
Mr. Dungbard: "Fortunately I know a guy at Area 51, so I asked him if he could direct an army of alien zombies at you. He said yes."
Level 1: Aleph and Beit aliens and 30-health crashing ufos introduced. Drops the Copycat.
Level 2: The player must gaurd a cereal bowl at the second-farthest-back area on the field from alien abductions by constantly having another unit behind it. Alef, Beit, and Gimel aliens appear here. This is the "intro level" for abductions.
Level 3: The player can only have 5 units out at a time, all enemies so far appear, and Crawler appears.
Level 4: Tough Crashed UFOs introduced, one in the middle of the field at the start of the level. The player can only use 5 instas, and there are 2 Crawlers. All enemies seem so far.
Level 5: MASSIVE ATTACK: Nuclear Bomb Testing intro-level. All enemies seen so far + daled. Slowing Foot Laucher is auto-picked in one of the unit slots for this level.
Level 6: Two-thirds (from the zombie spawn point) through the level is a trigger that will destroy all good units via nuclear bomb. All enemies seen so far. All 30-health UFOs crash more than two-thirds (from the zombie spawn point) into the field. Drops the Recharger.
Level 7: The player must gaurd a cereal bowl halfway through the field. Gimmics cannot affect the cereal bowl. Shapeshifter and all enemies seen so far appear, and only one UFO (a weak one) will crash directly in front of the cereal bowl.
Level 8: An invincible Crashed UFO is two-thirds (from the zombie spawn point) into the field. Returning Foot Launcher is banned for the level, and all enemies seen so far appear.
Level 9: MASSIVE ATTACK: Area 51 Raider introduced, all enemies so far seen.
Level 10: Boss-fight with Mr. Dungbard Alien Overlord.
Dialogue:
Before level:
Mr. Dungbard: I'm afraid it has come to this..
Alphamale: Okay.
Mr. Dungbard: And yes, I just got here yesterday; my friend can't fight you like I can!
After level:
Mr. Dungbard: We shall meet again... I will never give you the La Croix!
Alphamale: Then I'll never stop beating you...

Once Area 51 is completed, "Extra Unit Slot Quest" opens, which, once completed, rewards and extra unit slot (the player can now use 6 units in a level).
Extra Unit Slot Quest: All Area 51 gimmicks and enemies (except for Mr. Dungbard) appear, but there is only 1 UFO, the "Mother Ship", it is at the zombie entry-way, and it is what the zombies spawn from. There are 3 waves, the Mother Ship has 100 health, and you must destroy it before the level ends. Unlike with regular UFOs, you can use instas on the Mother Ship, and the freezer will slow enemy spawning.


Coming: "Warzone" (Russia & Ukraine) -- 26 levels (since Mr. Dungbard said, "Having 26 levels as opposed to 10 will stall Alphamale")
Also, Lake Superior (26 levels) and Alphamale's House (31 levels)!


World-Specific Endless Modes (costs 1 bobux per world):

The player may use all good bois they have unlocked, but only five types at a time. The game-master is in control of what enemies appear in a level, what minigame if any, the world-specific gimmics, how many major waves of bad bois (up to 5), and when enemies spawn (not too many in the early rounds, as a rule of thumb). They player may choose to play in a mode where your good units will stay on the field between levels, allowing you to build up larger and larger defenses after the unit-destroying gimmicks disappear. despite the five (or six, if the Sixth Unit Slot Quest has been completed) unit type cap, you can change your deck of units between levels, and the previous units that may not be in the current deck will still be on the playing field. Most of these rules at least apply for all world-specific endless modes. After a long time, extreme amounts of zombies (tough ones, mostly) come.
After round 5 has been completed, no more world-specific gimmicks that destroy or damage the player's units take effect, allowing for defenses to build up and more zombies to come.

Bonus Levels:

Minigame 1 (called "Fast and Furious"): Costs 2 Bobux: Purchasable upon completing level 12 of Inuit Land: Basic Inuit, Fur Coat, Cozy, Earmuff, and Ice Eaters appear here. In this level all bad bois are much faster and eat good bois instantly. Ice eater is extremely fast and barely even stops to eat a good boy. The player may use all good bois they have unlocked.

Minigame 2 (called "Instant-Use Assistant"): Costs 3 Bobux: Purchasable upon completing level 16 of Inuit Land: Basic Inuit, Fur Coat, Cozy, Earmuff, Ice Eater, and Shamans appear in this level. They spawn at a reasonable pace, and the player can only use instant-use good bois, like Bomb, Freezer, and Insta-Bomb. The player can also use the Cereal Bowl. The player may not use instant-use units that are unlocked after Inuit Land.

Minigame 3 (called "Get Igaluk-y"): Costs 3 Bobux: Purchasable upon completing level 18 of Inuit Land: Only Igaluk appears here. The player may use all good bois they have unlocked.

Minigame 4 (Set) (called "Planned Attack Expansion Set"): Costs 4 Bobux: Purchaseable upon completing level 18 of Inuit Land: Once the player has encountered every enemy in a world (and completed the levels where encountered), they may play a version of Planned Attack with those enemies. For Inuit Land, Igaluk also appears. There are five modes, based on the amount of money given for the player: Easy ($1200), Medium ($1000), Hard ($800), Very Hard ($650), and Freeplay (infinite money). No world-specific gimmicks appear in the level that destroy a good unit. Instant-use items may be used, but only when setting up, not during the level.
The pricing of units is based on units of Foot Launcher recharge times. One Foot Launcher costs $100, and all other units' costs are calculated based on that (e.g. the Bomb costs $200). The level does not count as completed if played on Easy or Freeplay modes, and when completed on other modes, the mode is recorded on the player's save.

Minigame 5 (called "Nonideal Wheel of Ordeal"): Costs 4 Bobux: Purchasable upon completion of level 18 of Inuit Land. The level starts with a double foot launcher out. Click THIS link to spin the Nonideal Wheel of Ordeal! If the wheel chooses a zombie, the zombie will spawn. If the wheel chooses a good boy, the player can place it anywhere. If the wheel chooses the "Vengeance Against Zombie", the farthest zombie will instantly die from revenge. If the vengeance against a good unit is chosen, the same will happen, but with a good unit. After the wheel has chosen something, its item on the wheel will be removed. Once all items have been removed, the game is won.

Minigame 6 (Set) (called "Roles Reversed Set"): Costs 3 bobux: the player is now in control of spawning zombies from the world the level is in (that the player chooses; if the player has encountered all zombies in that world, and has cleared the levels where encountered), while the game-master is the one who spawns good units from the world the level is in (also, the good units that are unlocked in Living Room may be seen in every world). The zombies' costs are: Basic Zombie (has a half-FL recharge time, is available on level start; all zombies that are variants of previous zombies have the same price as their initial variant), Jacket Zombie (has 1 times FL recharge), Blanket Zombie (1.5 times FL recharge), Bomb Zombie (1 times recharge of regular FL), Earmuff Zombie (1.5 times recharge of FL), Ice Eater (1 recharge of FL), Igaluk (same recharge as Mega Foot Launcher), Sexy Beach Dude Zombie (5 times Foot Launcher's recharge time), Lifegaurd (Double Foot Launcher's recharge time), Sand Digger Zombie (2.5 times Foot Launcher's recharge time), Sea Monster Zombie (same recharge as Double Foot Launcher), Sun Tanner Zombie (same recharge as sexy beach dude), Hippie Zombie (3.75 times Foot Launcher's recharge time), and Waterbender zombie (same recharge time as Mega Foot Launcher). The only zombie available on the level's start is the Basic Zombie. Finally, the player must abide by the rule of thumb to "play reasonably".

Minigame 7 (called "Peace Treaty"): Costs 3 bobux: All Beach Land enemies appear, but the peace effect is constant. All Beach Land Gimmics appear.

Minigame 8 (called "Peaceless Piss"): Costs 3 bobux: All Beach Land enemies appear, but the player can only use the Peeing Cat to damage enemies, and its recharge time is 6 seconds. All Beach Land Gimmics appear.

Minigame 9 (called "Tough Bois"): Costs 3 bobux: Basic, Towel, and Swimmer zombies appear, but their health is multiplied by 3.

Minigame 10 (called "Safety Hazard"): Costs 2 bobux: All Beach Land enemies except for Sand Digger appear, and a bomb is placed 3 spaces away from the enemy entry point. The bomb must not be activiated. All Beach Land Gimmics appear.

Minigame 11 (called "Beach Sandbox"): Costs 3 bobux: A standard Beach Land level with all [Beach Land] gimmics and enemies appearing, but there is no limit on how many units the player may choose, and the level lasts for 5 waves.

Minigame 12 (called "Scarcity!"): Costs 2 bobux: Basic, Towel, Swimmer, and Sexy. All Beach Land gimmics appear, but the player may only choose 2 units. The first enemy is a basic zombie, allowing the player to not choose the freezer.

Minigame 13 (called "Junkyard"): Costs 2 bobux: All Area 51 zombies introduced up to level 5 (inclusive). 'UFOs' fill the whole field except for the last 3 spaces on the player's side. Zombies steadily come until they become a lot, and they come infinitely, increasing as time goes on, until all the 'UFOs' are destroyed.

Minigame 14 (called "Full House"): Costs 3 Bobux: All Area 51 zombies introduced up to level 5 (inclusive). No Area 51 gimmicks will occur (e.g. nuclear bomb testing, alien abductions), Crawler Alien Zombies come rarely, and the player must fill each of the 30 playing-field spaces with a good unit, all at the same time, in order to clear the level. As time goes on, more and stronger zombies spawn.

Minigame 15 (called "Mix-'N'-Match"): Costs 3 bobux: [Endless.] A level is picked at random, and 5 random units are selected for the player.
This page has the random generators for choosing units for the level and the level itself. After one level is completed, another will be generated, for as long as the player can last.


Execution Chamber Game Mode:
Select a zombie you have encountered already, and watch as it dies in an interesting way. Levels completed only add 2-3 deaths in the Execution Chamber if they have been cleared after the game mode has been unlocked. The player also starts with 2 imprisoned zombies when they unlock this game mode (basic zombie and jacket zombie). Clearing a level will give you 2-3 randomly picked enemies that are in the level you played. Zombies will mostly die from feet hitting them. Before unlocking Enhanced Execution, the player can only execute zombies with less than 25 feet of health. Before unlocking Further Enhanced Execution, the player cannot execute enemies with more than 36 feet of health. Suntanner zombie cannot be executed until both execution upgrades are unlocked. The more difficult the enemy is (in levels), the more interesting the deaths in this game mode will be.


News

(March 31, 2023) Area 51 added.