A cool take on a vampire survivors like game. The weapons and powerups have a good variety.
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Last Light - Prototype's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #16 | 3.722 | 3.722 |
Overall | #45 | 3.139 | 3.139 |
Presentation | #48 | 3.222 | 3.222 |
Use of the Limitation | #56 | 2.722 | 2.722 |
Concept | #65 | 2.889 | 2.889 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
SWatt_Officer
Software used
Godot
Use of the limitation
Gameplay is focused on fast, constant movement to avoid enemies and recharge your health. Standing still means a quick death.
Cookies eaten
A couple jaffa cakes, lots of haribo, and some small cakes.
Comments
What I like here the most is how it's comfy low level stimulation; simply moving away from something constantly itself is nice activity. The darkness makes it also more interesting, while not being annoying at all (so for example you don't need to know what's in there, you don't bump into things). Nice energetic music and effects feel intuitive too. I don't really like the weapon upgrade system... I'd rather just find them on the field and automatically use them (even just one at a time, and lasting for some time, but you can get a new one or switch if you bump into a new weapon in the field... although the weapon descriptions are good to have, so my suggestion is maybe not so good... but a random enemy hitting lightning as a weapon doesn't sound so good to me; it's not me in control at all).
I did consider having somr sort of collision like a river to break the arena up, but ended up not implementing it - i agree that its probably better without annoying collisions. If you hit something, its an enemy. I did consider having the fire click as a 'base' weapon, then the others as temporary powerups, though ended up going in a different direction. I definitely appreciate that the upgrade system isnt for everyone.
Admittedly I didnt really think too much about each weapon as the "only" weapon while making them, but then the upgrades made that a possibility. The lightning was originally meant to target multiple random targets but for some reason all bolts targeted a single creature so i tweaked its functionality. I think it balances the power it has by removing the control, but its definitely one thats harder to make use of as your only weapon.
Shooting skeletons is always fun! I enjoyed the game, especially the amount of different weapons and upgrades. The game is not very challenging though, I got to level 12, but I don't think the game gets any harder and I'm unsure if there's an ending... Still, I had a blast playing!
The difficulty ramps up through spawn numbers rather than enemy toughness - every enemy spawns every so slightly sooner every time - sounds like you got a really good run if you didnt notice it, cause it for sure ramps up! Theres no ending, its very much a "go till you die or break the game" at the moment.
Glad you enjoyed it! I was really pleased with the upgrade system and getting the weapons, they all feel and work differently!
The music and sound effects are really good, it's really nicely balanced too and the powerups work well together keeping things fresh, well done!
I cant take credit for any of the assets used, all credit for those go to the original creators. Balance was something i tweaked a lot! The upgrade system was one of the last things i implemented actually, in earlier testing you started with all of the weapons at once and my word did it make you strong lol. Glad you like it!
This was a really good submission! A lot to it, and done really well! I think a few tiny tweaks could make it even better though - one of them being having a health bar so I could see how long I had - and the other is to just buff the numbers a lot more. Don't give me a 10% increase in bullets, give me 100% increase!
I want every upgrade to be an event where the gameplay really ramps up, rather than just a slow gradual thing - especially for a jam game when people are only going to be playing for a few minutes, by the end I think it feels best if they're godlike by that time.
It was actually the concept of not using a traditional health bar that inspired the game in the first place! Using your light as the health, though i do appreciate that some form of numerical timer or indicator might still be helpful. I tweaked the balance quite a bit during development and i actually reigned it in quite a bit- perhaps that meant it takes too long to grow in power (you for sure notice when you get a legendary upgrade, thats for sure).
The power of upgrades varies a lot, and thats cause i was cheap and use the same values for them all - that does lead to power imbalances where +1 autolaser literally gives you another laser, but the same upgrade for plasma just gives it one piercing. Balance is definitely something i want to keep working on, 100% want the player to be a god at the end, but also want there to be an end rather than the game crashing to end every match XD
Great job! The game is very dynamic and quickly addictive, it was fun.
This is fun! I played it longer than I expected to. I think adding icons that display the cooldowns on your abilities would have been a nice addition, or even one of the upgrades.
Well done!
I considered having a stats page/GUI to display your current unlocked weapons and power, but never got around to it - having some sort of visual notifier of what your cooldowns are would 100% be a good idea. Will keep it in mind for potential further upgrades down the road!
4003, well done! Admittedly i think i overtuned the difficulty a little lol - i reached 16000 in earlier testing before dramatic balance changes, and now reach more along the lines of 1500-2000. How was the performance at the end of the game? It seems to struggle or run smoother depending on the run - maybe thanks to swifter enemy kills with different weapon combos. And whats your favourite of the four weapons?
Whoops! Forgot that the highscore was saved from then XD Good to hear it stayed smooth, hope it stays that way for all players.
Im quite happy with the variety in power and utility the weapons have, they are good for different things and have different power curves.
Fire blast - powerful and targeted, but splits your attention from evasion.
Plasma bolt - starts weak, but can tear through hordes once upgraded, and is focused.
Autolaser - also starts weak, but might have the highest power ceiling of the lot as theres no limit to the number you can fire.
Lightning - super strong, but unpredictable (I actually originally wanted it to target multiple enemies like the laser, but for some reason the multiple strikes were just hitting the same target, so i just retrofitted it to get a damge upgrade instead)
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