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The Last Light's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #20 | 4.125 | 4.125 |
Controls | #20 | 3.438 | 3.438 |
Overall | #20 | 3.455 | 3.455 |
Graphics | #21 | 3.750 | 3.750 |
Audio | #27 | 3.313 | 3.313 |
Fun | #29 | 3.250 | 3.250 |
Originality | #36 | 3.500 | 3.500 |
Accessibility | #40 | 2.813 | 2.813 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.5.2
Wildcards Used
N/A
Game Description
Protect The Last Light from incoming monsters by clicking them. Enemies get tougher and faster with every minute, so you have to get ready by buying upgrades in the shop.
How does your game tie into the theme?
The Last Light in the middle and your cursor illuminate the screen, allowing you to see.
Source(s)
N/A
Discord Username(s)
N/A
Participation Level (GWJ Only)
1
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Comments
Nice one! Good sounds and graphics, and really tied on the theme!
I also agree with some comments to pause the game while choosing the upgrades and a more feedback when getting hit.
It's quite a fun game to play in a small amount of time. Great work!
I enjoy these single tower defense-type games more than placing multiple towers and trying to juggle a dozen things at once. You did a great job on this.
Adding some hit sprite animation effects would be nice. I think if you make it so the player can hold down their button to attack the enemy continuously that'd save a lot of the tiredness the player will feel. I think you can make the upgrade menu slow down the game to half speed and then introduce power-ups to increase that pause length would be cool.
Also, when it gets more difficult, I'd like to see automated or semi-automated turret power-ups.
Keep up the good work.
A really fun game with stunning visuals on my part.
I do agree with the previous comments:
Cheers!
For a basic click'em up, this one's actually a strong contender! The use of light makes it an interesting and difficult game.
That said, I do echo what the previous commenters say. The game should pause when you're making upgrade decisions, and the feedback on losing health may be a little too subtle.
It's honestly not bad, and you've mastered a lot of basic concepts for Godot. That means you're gonna need to shoot even higher in January!
Simple and interesting concept. Loved the upgrading system, even though I sometime forgot to open it up to check what I can upgrade - maybe the upgrades* should always be displayed without being hidden!
Other then that, loved the attention to details, such as enemies lighting up for a split second to let you know they spawned.
Clicking repeatedly is a bit tiring, I thought it could be cool to have a sword or something to swing from the mouse instead.
I survived for 2mins. I like the concept, but it felt pretty frustrating that the game didn’t pause when the shop was opened. Because of that I basically never knew what any of the upgrades did and solely smashed the cheapest one. I also never knew when I took damage.
Overall, I liked it but did feel like there could be a few improvements. Good job
A cool concept but, in my opinion, the game needs more visual and audio feedbacks about damages and monsters. Cool visuals : I really like the fire animation.
Thanks for feedback! Glad you liked idea and visuals.
cool audios!
Thanks!