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I think we did the same research. When I googled last stand, one situation was to let civilians escape, so kudos to staying on theme!

I'm a big fan of FFT, and so I love the isometric perspective. The art assets were also really cool. I have tried to implement isometric grid based movement before, so I understand that things that may go unnoticed actually take a lot of effort to implement (e.g. telegraphing possible move/attack range, AI pathing for enemies etc.)

I also faced difficulties making isometric control on an arrow-key scheme intuitive, and it seems like it might also be an issue here. I find myself trialing-and-erroring to get to the desired square. A QWAS input scheme might be more intuitive, or just allowing the use of mouse to point and click.

It would also have been nice to have more visual feedback on combat. Even a hit-flash shader would have helped. The sprites are quite small, and it was difficult to catch the lateral movement tween.

Overall, solid submission!

Thank you for the kind comments! It was far more challenging than I expected, but it also ended up being very fun to figure things out. The different control scheme is a great idea, I’ll definitely use that in the post-jam update. There was mouse support but getting it to play nice with the keyboard resulted in lots of bugs so I ended up cutting it in favour of the cursor based input. The visual confusion is something I only realised towards the end when I was showing the game to other people, so it’s definitely something to fix post-jam, hit flashes and stronger animations are a good idea!