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Last Stand's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #108 | 3.771 | 3.771 |
Music | #145 | 3.557 | 3.557 |
Aesthetics | #158 | 3.843 | 3.843 |
Story | #179 | 2.971 | 2.971 |
Sound | #203 | 3.143 | 3.143 |
Mechanics | #214 | 3.371 | 3.371 |
Theme | #369 | 2.957 | 2.957 |
Ranked from 70 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
1
Did you use any existing assets? If so, list them below.
Yes, I listed them on the Itch page.
Link to your source?
Attached as a download on the Itch page.
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Comments
it was a fun time playing your game, I really liked it even though it was difficult.
Thank you! I'm glad you enjoyed the time spent with my game.
I really liked this take on a tower defense game. I like that you are more active as a player having to juggle multiple things at once. The decision making got to be a little bit too much for me in the third level but I still enjoyed it :)
Thank you for playing! And yeah, while my intent was to make this a bit challenging of a game, I definitely want to try and create some sort of difficulty slider in the future.
Solid looking and feeling tower defence title. Would be good to see some enemy feedback and/or health for enemies as others have mentioned. Overall excellent work, especially the presentation and pumping BGM - I'd love to play more of this with extra polish in a few areas.
Thank you for the kind words! I'm glad you enjoyed my little game! And most definitely, those are definitely things to fix post-jam.
Very nice submission. Game looks great and plays well. Only suggestion i would have is maybe adding an auto shooting unit as bjorvack suggested or implementing some sort of ultra attack that you could build up to that would clear all enemies on screen (when you get truly over run by enemies and need a powerful attack to clear them.) but would have a cool down so you can't use it too often.
Thank you for playing! And yes, I completely agree. Actually, if I continue with working on this I had definitely considered other kinds of spells the player could get later on. Thanks for the suggestion!
Very nice implementation. PvZ style tower defense. I like the added wizard guy. Overall good submission.
rate4rate?
Thank you! I'm glad you enjoyed the game. And, of course. I'll get to your game some time later today!
It's a fun game. If possible I would suggest adding a health bar to the enemies as I thought some were not hitting til I realized they all take 2 hits to kill until the big ones.
Yes, definitely some better player feedback seems to be the most suggested thing and I completely agree. I had thought about health bars but I thought it might look a bit busy especially because some of the later levels have a ton of enemies coming on-screen. I'll need to experiment with different things! Thank you for playing my game!
Great work! I had a good time playing!
Thanks! I'm glad that you enjoyed your time!
Nice castle defence game, do try to tune the difficulty curve a bit. In the second level an auto firing unit would be excellent to manage this
I wanted the game to be a bit tougher, but I would love to add a difficulty option at some point though! Thank you for taking the time to play my game!
Really cool game. I really enjoyed it although I only made it past the first level :D
Haha, thank you for giving it a try. I'm glad you enjoyed it at least a little!
Very nice castle defense! I enjoyed killing the enemies and chosing my defenses, the graphics and animations were great! I would add an hit effect to the enemies (when they don't die) to confirm that they were hit. But it was a very nice entry!
Thank you! I'm glad you enjoyed the game. And yup, yup, definitely will add in some better player feedback post-jam.
The action version of the Plants vz. Zombies? :)
Nice work!
Haha, it definitely more hands on and frantic. More or less what I was going for. Thank you for stopping by! Glad you enjoyed your time with my little game.
You got me here, I love base defend games. was playing a while here. even though I was loosing on 4th map a lot. Loved it! And this for a first GameJam? That was great! This is also my first. Lets do this again next year, had a blast.
Thank you! I'm glad that you enjoyed your time spent with the game. I think that's where a lot of people have difficulty because of the Reaper. If it helps any, he still takes damage even when he phases through defenses. Also, he actually stops to fight the soldier because in my mind he was "reaping" his soul.
Hey there! Nice work man, I read this is your first Jam and you did this all by yourself. You can be proud!
When I started the game and the beat dropped I was instantly bobbing my head *dududu dudu dudu* :D. After a few tries I was looking for a mute button though, not too big a deal.
I read the instructions before playing for once.. So I read that I had to left click to build stuff and press space to shoot.. and WD to move up down.
WD to move up down works really really smooth!
Space to shoot seems unreliable, not sure if intended or not but the range of the bolt varies greatly.
And I think the most concerning part was that I could not build anything! I'm clicking left right and center (probably in the wrong place eh?) but I have not managed to set up a building.
Needless to say, my fireballs could not keep up with the invading horde and I died, in all attempts in pretty much the same way :D
Let me know if I missed anything, I'll gladly give it another few goes with some buildings to assist my dark magic!
Congrats on your entry!
edit: After reading the comments, clearly I'm the only one that has not been able to figure out how to build anything.. But please do tell as I tried again just now and I just don't see it :D
Thank you for trying my game! As far as the fireballs are concerned. They are indeed hitting the enemies. My problem is that I didn't give enough player feedback to let you guys know that they are hitting. The main problem is the collider on the fireball is too large so it's hitting the enemies without making a visual connection on screen. Someone also suggested that I add in a particle system for when a fireball hits and I think that would be a great idea as well.
I can totally get where you're coming from with the music. I wanted to do a lot more with the audio in the game with providing a sounds option to turn down the SFX and music volumes if players wanted. But it was running down to the end, so I added in sounds the quick and dirty way just trying to equalize everything the best I could.
I updated the description a bit on how to place defenses. Pretty much you just select it from the selection at the bottom of the screen and then place it on a desired square. There's 4 defenses in all but they're not unlocked right away. The first level has no defenses as I wanted it to be a level for the player to get used to the controls of the player character. Hopefully that helps if you come back to try again! Thanks for the feedback!
Aaaah, there we go. Okay, so the problem was that in my first 5 attempts I was not able to complete the very 1st level.. And in the very first level there are simply no buildings to be built! Ha!
Reason I was not able to beat the level is because I did not understand that my fireballs were actually hitting things as they seemed to randomly evaporate at various different stages of their lifetime.
Managed to get a few levels further this time around until I got beat by a ghost thingy.. boo :D
Thank you for taking the time to explain the predicament and allowing me to take in the full experience. Well done stealthyshoroean! :)
Haha, no, thank you for giving it a second try. It seriously means a lot to me! And no worries, I think the reaper is where the game really starts to get difficult for most people. Kinda where I started ramping it up a bit.
This game teaches you how to play very well by introducing new mechanics at the beginning of each level. And I enjoy it so much that I could see myself playing this game for a really long time if it had an upgrade system along with this excellent core package.
I have to agree with Alpaca Rider that some feedback on enemy hit would be nice. However this is a great game, keep on keeping on!
Thank you! Yeah, I tried to intuitively teach players about new mechanics without explicitly stating what it was. I'm glad that it worked and that you enjoyed your time with it!
Actually, I already have ideas for other systems to go alongside of what's here. One of the things I thought of was having like a screen with the town and various upgrade services for your different defenses. Like a blacksmith could improve the soldier's attacks or maybe a stable could improve the health of the cavalry unit.
Yesss! I would legit play to upgrade my town, defences and wizard to the max! It's an addictive gameplay loop for sure.
Sorry for duplicating, but I guess I should be writing here, not sure :D.
Very nice and very aesthetically cohesive. You have some pixel art assets together with higher resolution ones, but you make it work well together.
Music is also really fitting, and the theme is just perfect for this game. Don't die, or else...
The only thing that caught for a couple of tries was the lack of feedback on enemy hit. Some kind of particle would be nice there, I thought my fireballs were actually not reaching the enemies :D.
Haha, no problem. I think either or works just fine. Thanks again for stopping by!
Wow! Great work! First game jam too? Loved the gameplay and the graphics. Everything felt responsive and was a fun core loop
Thank you! I'm glad you enjoyed it.
Very fun game with a simple but extensive design. Would be even better if there's some feedback when the projectile hit the enemies. Great game.
Thank you! I'm glad that you enjoyed your time spent with it. And you're right. I definitely plan on modifying that post-game jam (pretty sure I'm not allowed to fiddle with it during the voting period).
I love the idea of this. I was confused though as the range of my spell was different often. Is there only 1 allowed on screen at any time?
You mean the fireball, right? No, there can be several on screen at once. The range may appear different because once it hits an enemy the object (fireball) is destroyed. I definitely need to make it better with player feedback so that they know the fireball actually hit the enemies. I think one problem is that the fireball's collider is the size of a square which is too big and doesn't allow for it to make a visual connection with enemies on screen. Thank you for playing my game!
AAahhhhhhh. That makes more sense. Yeah, I was confused since it was disappearing well before interacting with anything. Cool idea and would love to try this again if you tighten that stuff up down the road. Good work and great game idea!
Congratulations on your first jam ever!
You made quite a bit of an addicting game here haha
Controls were responsive, I feel like the graphics worked together quite well too! The soundtrack, albeit I liked it, felt a bit out of place for the graphics though!
The different types of enemies, the different types of... "towers", they were unique and interesting and clearly had their own mechanics, which I found very enjoyable!
Keep going and good luck on your future jams! Looking forward to see what you come up with in the next one :D
Thank you for your kind words! I'm glad you enjoyed my game. To be honest, I thought the soundtrack felt out of place at first, too, but it grew on me the more I played it. I think it works for the frantic pace of the game. Thanks again and looking forward to participating in future jams!
Had alot of fun on this one. The visuals on the fireballs went a bit wonkey, wasn't sure if it was hitting things or not, but it was fun! I think I'll need to go back and play it more, see if i can get farther then level 2 aha.
Thanks! Glad you enjoyed it! Yeah, I definitely wanted to put more feedback on the fireball hitting the enemies. I think one thing might be that my collider is too big on the fireball. And you can do it, man! I believe in you!