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A jam submission

Mini Last StandView game page

Minimalist RTS. Gamedev.tv gam jam entry 2024
Submitted by kodikos — 7 minutes, 37 seconds before the deadline
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Mini Last Stand's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#1693.7783.778
Story#1783.1113.111
Mechanics#3613.0003.000
Sound#3652.8892.889
Music#4132.8892.889
Overall#5652.6672.667
Fun#5882.5562.556
Aesthetics#6322.6672.667

Ranked from 9 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 in total?
1

Did you use any existing assets? If so, list them below.
https://assetstore.unity.com/packages/2d/textures-materials/gridbox-prototype-materials-129127, https://fonts.google.com/specimen/Oxygen, https://opengameart.org/content/interface-sounds-starter-pack, https://opengameart.org/content/sci-fi-rts-war-unit-sounds

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Comments

Submitted(+1)

I wasn't very good at it but I can see what you were going for and I think it could be something really fun if expanded upon, I liked the other comment about the post it notes, it could be neat to view it from the perspective of someone who is planning the defence.

Submitted (1 edit) (+1)

Even with one depot being fed 4 depot supplies. I don't see a way to supply enough resources to the defending base in  a timely manner. Defeat felt inevitable.  I love RTS games and I hope you create a vertical slice for me to enjoy. 

Developer

It is tough because I didn't have time to balance it properly.. but it is possible.

Submitted(+1)

My feedback is going to mirror some of the comments you've already gotten. I was unsure of the connection between shipping resources between bases, fighting off the enemies, and the red vs. green barrels. (Having read your response to an earlier comment, I now get what you were going for, but it was really unclear to me while playing and so I felt very disconnected.) Having said that, I did actually enjoy the scrappy lo-fi aesthetic of the temp assets you were using. As Psynut says below, I bet you could lean into that "corkboard" look if you wanted to. Like (totally riffing here, sorry), since it's a resource management game, what if the play field is literally the desk of a logistics manager strewn with maps and spreadsheets that you can actually interact with and that become a little microcosmic world where you have to fight out the battle? Anyway, I get that you feel you overscoped (I had the same feeling with my project), but it seems like a cool beginning to something.

Submitted(+1)

It's a very cool look. It's probably not what you're going for, but it's not a short hop and skip to having this look like it's taking place on a corkboard with thumbtacks and post-its. I was glad I read the comment below -- without that I wasn't clear what I was suppose to be doing because the monsters come so quick it's hard to know how they're actually impacting resources or what resources are. Was I trying to evacuate things to bases not under attack, was I transporting only specific resources, etc?

Submitted(+1)

wow realy enjoyed this one . Loved the story and idea of the game! Good luck in the jam :D

Submitted

A really interesting take! I like the idea, but it wasn't super clear to me at first what supplies were or how they helped against the red things.  maybe some indicator or highlight on the currently targeted depot would be useful so the player knew where to direct resources? was fun to play and try and race supplies to outposts under threat, and impressive achivement in timescale for a solo dev! well done 

Developer(+1)

Thanks for commenting, and it's valuable feedback. Ideally I'd like the red things to come from any direction, so an indicator of where they were coming from would be handy - but for this jam I just thought limiting it to one direction would save time and then I wouldn't need that. And yeah, you are supposed to have troopers (green blobs to the left of the outposts) who do the fighting and use up supplies (orange blobs to the right) fending them off, and you can build up defences (awkard L shapes on top of the outpost) to improve the trooper effectiveness. Then it would become a game of managing defences, troop transfers and supply lines. First time doing a jam and an RTS, and the detail needed in the calcs and balancing of only this small number of things in a short space of time took me by surprise.. definitely something I'd need to practice more before trying it in another jam.