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The Last Cheese's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Game-y-ness (yep thats a game alright) | #8 | 3.881 | 4.000 |
Mutability | #8 | 3.274 | 3.375 |
Overall | #10 | 3.476 | 3.583 |
Enjoyment :) | #11 | 3.274 | 3.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
the last cheese... the ultimate prize... i wasn't able to beat the second level BUT i did get to have my rat powertrip fantasy while dodging all the mutants :)
i really loved all the enemy designs! and the fact that the whole dungeon was randomly generated... i only realized after replaying it a bunch but wow, fun game!
I found the core gameplay a little frustrating, but there are many great parts to it. Fun sense of humor with the intro, good lighting, atmospheric vibes, cute animations, and I think procedural generation is always cool to see. I think the game has a lot of things going for it, but could use a rethink of the core gameplay, as fighting is really cramped. Maybe expand the play space, make enemy damage more readable, and provide some kind of GPS/hint system for finding the cheese?
Still, congrats on what you've done! I think a second go at this concept could result in something really cool. The fundamentals are there, and you still have a lot to be proud of with this one!
Thanks! I agree about the core gameplay. The way we handled spawning enemies could definitely have been improved, as it doesn't give us control over how many spawn... and we HAD intended to give the portals/cheese a sound as you got closer, but didn't have the time (or patience) to implement it.
Understandable! Part of doing a jam like this is compromising, so it makes sense that you would have to cut some things for your time/sanity. Just wanted to be specific with my critique lol.
But yeah! Those are excellent additions. Glad you picked up on those too. I personally like how fast they come at the player but I just wish my attack was stronger/bigger. That's just my personal taste though.
Again there are still a lot of cool parts to it so whatever you decide to do from here, I see it being really cool!
I liked this a lot! Hard, but playable. Looks great! The crudely drawn scrolling intro made me laugh. The random levels are sometimes a bit unfair, when you get cornered immediately at the start by a large troup of mutant rats. I think each level should start of with not so many mutants nearby, and more mutants spawning later. Also, some power ups would be awesome! There's no way to quit the game? I had to kill it hard (on Linux).
We do have a range around the player that the enemies can't spawn in, but we didn't implement an activation radius for the enemies, so they just bum rush you when they spawn in. We did want this to be a roguelike, so powerups were definitely on the table, but it just didn't happen.
I died over, and over, and over again... but I kept playing. Love the graphics and lighting. I appreciate the extra effort to do a Windows, MacOS and Linux version. I mostly use Linux at work and home, so it's nice not to have to switch to my laptop for testing. I think I mentioned elsewhere, I loved the randomness of this. It kept me guessing as to what I had to grab. The rats feel a bit OP, but I love how they come at you - there's a sense of urgency to The Last Cheese.
I think this game can grow to a big project. I really like how you made rat tales. But for some time I ran in empty hallways... Game looks scary so I was expected to find enemy behind every connor - but no...
I enjoyed playing it, though it became very laggy once I grabbed the blue orb ... thing. I assume this was due to the number of enemies loaded at the time, since after I killed a few, it smoothed out.
Procedural generation is really cool and the controls are very tight. Sometimes the enemies get a little excessive but other than that its a fun challenge!
Sick that yall made auto generated maps, wish it didnt reset me from the start if I die though haha