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To The Last's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #872 | 3.733 | 3.733 |
Enjoyment | #1365 | 3.133 | 3.133 |
Overall | #1369 | 3.289 | 3.289 |
Creativity | #2362 | 3.000 | 3.000 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
In "To The Last", you play as the Diceslinger, a wild-west cowboy who uses dice as ammunition. You roll the dice to determine how many shots you get and load special magical dice into your shotgun.
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
You nailed the Old FPS feeling and it felt good :)
+ Speedy run & gun DOOM-like gameplay, complete with hidden items/areas
+ Enemy was extremely fun to kill
+ Very polished UI and sounds
- Shooting enemies on hills was a challenge.
- Using the die as both health and ammo felt unintuitive
Rolling a die to get an ammo count was extremely clever. I would keep playing this game. Nice job!
Very cool, fun, and great sound effects and music.
Only wish I could jump, the monsters once cornered me when I was left without bullets, and had to accept my death.
Still, great game!
Doom-esque! Had me immersed! Thanks for letting me interview you btw. Played at https://twitch.tv/hedgein <3
Very clean UI! Nicely done there!
Feedback on enemies when they took damage would be great - sometimes I felt like it took only 1 shot to kill (not just when using the super shot) and other times it felt like 3 and I wasn't sure why. Also disappointed the flames on the first map didn't hurt me - where's my realism??? (Jokes).
It also took me a bit to realize I needed to kill X amount of mobs before I could move on to the next level, especially since there was more than that many mobs on a level (e.g., I need to kill 15, but there's 20 on the map and then I get transferred).
A couple of other things of note if you decide to keep development! The voice line "One dice left" would play seemingly at random. I would get it no matter what amount of dice I had left. Also, besides adding screen shake when firing, I think turning your cross hairs red when you're over an enemy would help aiming a lot! Also adding a least a little bit of vertical aim to your game would be good. I know you were going to match Doom, but if I remember correctly, their maps were mostly flat, so there was no need to aim up or down. Yours had bumps, which added to the realism of the map, but made it much harder to aim. I would also turn down the bloom, the game felt very bright. Food for thought!
Overall, considering this was a solo project - very well done! It's impressive you were able to get in as much as you did!
Pretty cool. It's too bad my computer struggled to run it.
Nice visuals, smooth movement. Lack of all directions for aiming was a little sad but otherwise good game.
I was trying to imitate classic Doom shooter for the aiming so I can see how that would be a turn-off for modern gamers :D
Awesome to see a fellow Unreal user! Very Serious Sam feeling, once I got the rhythm of how the game worked it ended up being pretty fun. There's a good amount of game here for 48 hours as well. One thing I'd adjust is giving enemies on hit a particle effect or a hit-flash, just something to better communicate I'm hitting them -- I couldn't get a good handle on how much range my gun had, and for the last boss I wasn't sure if I was hitting them or not. With that being said, this was a fun playthrough and a good submission!
Unreal users unite! I was going for a classic Doom/Serious Sam feel, so thanks!
Loved the game feel. The boss is a little bit too high. It is hard to tell if I hit it or not.
Good point! I'll make sure to fix its bounding box for the post-jam release. Thanks for playing.