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A jam submission

The Last RefugeView game page

Submitted by ikuti (@IkutiDev), sardolutra, Ktosox — 1 hour, 20 minutes before the deadline
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The Last Refuge's itch.io page

Results

CriteriaRankScore*Raw Score
Story#1643.1433.143
Aesthetics#2223.7143.714
Mechanics#2293.2863.286
Sound#2583.1433.143
Overall#2643.4293.429
Theme#3023.5003.500
Fun#3393.2143.214
Music#3873.0003.000

Ranked from 14 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?
3

Did you use any existing assets? If so, list them below.
Some icons, sfx and music

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Comments

Submitted(+1)

Very nice art.
I felt a bit left alone with all those building types, notifications and so.
Couldn't figure out what was the best thing to do, even after reading the tips on the game page.

Anyway, this seems to be a very solid basis on top of which you can build a great game!

Submitted(+1)

This seems like an ambitious project. I really enjoy city builder/resource management games and would love to give it a proper play when there’s a tutorial. Currently, there are too many things to figure out. The notifications take up too much of the screen, and it’s unclear which ones are important. The art style is great, very pleasing. It’s impressive that this was all done in just 10 days. Great entry!

Developer

Thanks for the feedback! As the person responsible for adding the notification system and creating the events that generate notifications I agree that the frequency and overall amount of notifications needs to be cut down drastically.
And although we are currently gathering feedback and making a wish list of improvements to implement after the jam, I don't think an in-game tutorial is on the menu.

Submitted(+2)

Nice entry, feels a little bit difficult without an ingame tutorial, but the overall atmosphere is very good!

Submitted(+2)

Peaceful and relaxing. Cute houses. Some elements I didn't really understand. I'd add some passive resource generation, I think I soft-locked myself by not getting a woodcutter out soon enough. Ambitious for ten days! I'd also love to do a city-builder sometime

Developer(+1)

Thanks for playing! And sorry for not explaining better how to play the game. 

We increased the starting pool of resources shortly before submitting the game as getting soft-locked is something that came up in last minute testing. We definitely need a more permanent solution to this problem and adding a passive source of income is definitely worth considering.

Submitted(+1)

Hey this is an amazing feat for a week long game jam with only a couple of people. I have tried making simple city builder style games for a jam and nothing was anywhere near this complex and it was still a train wreck of a struggle to submit a working game. I did find a lot of issues and the UI was really troublesome and confusing but this is a 1 week game jam its way more than I would expect. Well done. I played the game on my youtube you can check out if you want I did give a bunch of feedback but I also factored in thats its a 1 week jam, you cant expect a polished city builder with fancy playtested UI. Well done on this. You can see it here if you want. 

Submitted(+1)

Really a fan of rts management games, if it were up to me I would have made one of these for the game Jam. The 3d art was amazing! The art style was so consistent.

Developer

Thank you, I will relay the comment to our 3D artist :D

Submitted(+3)

Overall it's good, though the UI is kinda hellish.

The notification is the worse of them all. I hope I don't need to explain this part.

There is a serious need of information details for each buildings. At this point I'm not even sure how much should I build each production buildings to make enough food. I mean since I don't know how much farm, mill, and bakery I'd need, it's impossible to make a well optimized town.

Another thing is, it seems to lack the serious impact when I'm constantly ran out of food and the overpopulated is indeed too far.

Many games in this genre would limited the refugees to some percentage + baseline over the current housing you have. So you'll essentially have some surplus refugees if you're tight on housing.

There shouldn't be the problem with excess refugees if we limited the numbers like this. Since in technical terms, they'd replacing each others. But in reality, you might need to have a serious rule if we want to dive into the rabbit holes which I'd hold the banner to welcome you :D

As for the food, it should be obvious. So I think it's more about the lack of development time than the negligence.

As of now, I don't even notice the impact for not mining the magic ore yet. Maybe it'd come later in the game. But since there is no obvious UI to show and the notification system seems to be rather bad.  The is no emergence on this matter despite the emphasis about it.

I personally like the citybuilders. But after thousands of hours playing these games, I found it kinda lack the tangible objective.

Maybe adding some kind of goals similar to how Civ have. Maybe excluding world domination or have some kind of mechanics which allowed the world domination to happen. Well it's your choice to add whatever you need.

From what I learned so far. Tropico nearly got to the point that I think is great. There are various goals and unlimited play mode to choose from. Though the problem would be they're all just superficial goals.

So maybe you could make better game than Tropico one day?

:D

Developer

Hey, thanks for playing and leaving the extensive feedback!

Agree on the UI not being best designed (time constraint and no exp in such advanced UI didn't help :D ) and notifications can be tweaked to not appear as often as right now, since they can be overbearing. We are also talking about adding the pausing feature (crazy that we didn't thank about that before, being able to pause to understand what's going on is quite the staple of this genre)

There was talk about possibly adding info how much resource given building gives when clicked on one with left mouse click. Sadly we only had time for giving out a witty description, but if we do a post jam version we will look into that and try to add it in.

Regarding balance of not too heavy impact in case of overpopulation and over all too much people coming in, than that is true. We mostly completed the mechanics and had no playtesting/balancing sessions. For sure we will look into balancing for any future updates.

With magical ore, it was mostly related to notifications and wall being damaged. But since it can be currently hard to understand the notifs and we also only had a few, this also needs to be addressed in any future version of this game.

When it comes to final goal, the upgrading of the wall and it surviving was the goal, but as said before, too many notifs, no pause function and UI being not best designed, most if it due to time constraint, probably made the goal not too obvious :D

Hopefully if we create a post jam version we can fix most of those issues and make stuff more readable.

And yeah a big fan of Tropico as well and fully agree on city builders needing some kind of goals and objectives.

Thanks once again for the constructive feedback!

Submitted(+1)

Good job! I felt i could put in some hours into this.

Developer

Thank you!

Submitted(+2)

The art and gameplay were good in this game. It was just really hard for me to see it at this size (maybe there was a way to make it full screen and I just couldn't find it). Great mechanics and story with solid text and sound effects!

Developer

Hi. I have worked out it didn't go full screen on pressing run on the game on the chrome web browser (it workd for me on firefox, that's why I missed that one out). But it should go proper full screen now on Chrome as well (and probably any other Chromium Web Browser)

Submitted(+1)

Great! It works now. I will definitely give it another playthough. Thanks!