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A Story of Last Stands's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #114 | 4.033 | 4.033 |
Overall | #357 | 3.233 | 3.233 |
Sound | #395 | 2.800 | 2.800 |
Fun | #423 | 3.000 | 3.000 |
Mechanics | #476 | 2.767 | 2.767 |
Story | #510 | 2.200 | 2.200 |
Theme | #526 | 2.900 | 2.900 |
Music | #675 | 1.800 | 1.800 |
Ranked from 30 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.
I used 3D assets from https://kaylousberg.itch.io/, UI assets kenney.nl, and sounds from https://freesound.org. They are listed in the credits in game.
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Comments
Brutally difficult! I must say I would rather be eased into it a bit more, or have enemies telegraph their attacks much more pointedly. It felt a bit odd to have attack bound to my mouse click but the avatar didn't actually turn to face the direction of the mouse pointer. Small things overall but I feel compelled to say them although I think it's pretty clear you've got your fundamentals down as a developer, just needs some polish in some areas!
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Like the style! Well done <3
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Def a style I can get behind... well done on the submission :)
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Niiiice love this genre! Was a fun challenging time. Had a nice variety of enemies and strategy in each room, definitely difficult but I like that. Obviously great looking visuals that you put together, reminded me of Death's Door and especially Tunic (even with how you started the game) :)
My only polish to ask for is being able to dodge out of my attack, gives the player more urgency and makes the game a bit less frustrating. And maybe even more obvious start-ups of the enemy animations to help with your reactions, but maybe I'm old.
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In the first iteration of the prototype the player was able to cancel the attacks by dodging but I felt it made the game to easy so I disabled it, but maybe it was a mistake :D
In my two cents I think it feels better, then add difficulty in other areas instead (easier said than done).
I always make the mistake to make my jams "too difficult" myself and I also did this time.. which might be where this is coming from. Hey just my opinion, depens on what you're going for! Cheers
Congratulations, You died :') beautiful game, well done - the environment was amazing
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Congratulations, You died :') beautiful game, well done - the environment was amazing
nice game visuals and game play, sword animation and sfx was great, but my player fell off the ground
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That's a bug :P
Love the visuals! I had fun and I didn't mind the difficulty, the sword swinging felt a little stiff though. I also love the fact that the enemy projectiles hurt the other enemies!
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I agree, the combat needs work.
Liked the art style, could do with music. As others have said the combat is difficult and there is a delay in the attack and then animation for striking the enemy. Otherwise it looks great and could be fun.
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Very valid points.
I love the art style but the combat is difficult! :D Would have loved to see at least the health bars of the enemies so that I can be more hopeful that I'll kill it :D
All in all I had fun! This is definitly the type of game I would enjoy as final product :) Good job!
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Yes, the combat needs to be improved.