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A jam submission

The Last EmpireView game page

a turn-based city-builder strategy game
Submitted by luckyape — 6 days, 16 hours before the deadline
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The Last Empire's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#453.8333.833
Controls / UI#563.5003.500
Sound/Music#783.3333.333
Art / Graphics#993.3333.333

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Genre

Strategy

Turn-based | Card Games | RTS | 4X

Rating

Family Friendly

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Comments

I really enjoyed this game, it reminded me of this other game on steam, Hero of the Kingdom, or the old Oregon Trail where you don't really interact directly with the map and buildings which I actually enjoy quite a bit.

If I had to say one major thing about this game it would be, Damn Goblins...

Anyway onward to the feedback!

Gameplay:
One handed! - We need more games we could play one handed! As a parent, I sometimes have one hand occupied and am always looking for a game where I could possibly click away with the other hand without it being simply an idle game!

Initial Feel - The start of the game was great, I loved the experience of learning how to play the game without my hand being held too much as it added to the strategy. Unfortunately the game fell into a slightly repetitive pattern that felt like a loop of abandoning the older troops for the new.

Content - For the amount of content in the game, the length was okay but I would be looking forward to seeing the game expand further  with the ability to use more action points and something to add more depth to the strategy. 

Music:
The choice of music was nice but it being only one song, it got repetitive for the type of genre of the game.

Visuals
:
As someone colorblind I don't really judge visuals the same way as others. I felt overall the game was pretty good visually as everything served it's purpose and almost everything that effected gameplay was colorblind friendly enough. My only issue was that the color of the obsidian sword made me think it was just greyed out. I would suggest making the boxes either white or grey to indicate whether the upgrade/building is purchasable (enough gold). The icons inside the boxes are fine as they are changing colors.

Additional Note:

I noticed the game called me a King at the start of the game and was thinking it'd be nice if the game called the player the rank of the difficulty like I played it on Prince.

Overall, I completed the game on prince so far and was left wanting, more which is a great thing as it is a game I'd probably pick up or wishlist. I look forward to seeing the game expand and evolve, hoping that you keep developing it further!

Thank you for your time and for creating a fun game!

Regards,
- Glim

(2 edits)

The game reminds me of 'age of castles' where you slowly see things change as you upgrade them, as well as a few other flash games I can't remember the names of.

  1. Youtube Link : Timestamped Youtube Video
  2. Graphics : The graphics are generally good but there are some nitpicks with it , it's rather obvious that the buildings are simply stamps being placed over the background (trees are cut off)
  3. Music : The one (?) track here is fine, but only having one is rather repetitive.
  4. GUI : Fairly simplistic and a little rough
  5. Notes :
    1. I feel like the game might hinge on RNG (Quests) and items , this could cause some frustrations but I enjoyed my play through
    2. First play through felt fairly easy
    3. I like the weird medieval manuscript artworks in some of the menus/popups
    4. I like the fact you can drag the villagers about , albeit there's not much in the way of physics there and you can't "toss" them too hard.

Overall I liked it , but I do have some worries on balance for harder difficulties.

Jam Host

Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

An interesting game that was simple to learn but hard to master... unless you got your hands on a Pear early on followed by multiple Swords of Peasant Supremacy. When I got two of them in my last playthrough, I began just dominating the field due to how high their defence numbers became.

I liked the pixel art units walking along the bottom, but I regularly had issues where when worker dropped in, they'd bounce around and end up on their back. This could easily be fixed, I think, by not allowing them to land on the corners of the screen as this seemed to be what caused them to fall down.

I do worry that without luck in items (again, my one clear run was with a Pear and two Swords), the player can get absolutely boned. I think rather than making the Pear an item, players should either just start with 4 energy or that getting upgrades shouldn't cost energy. Either of these would allow it to feel more balanced if the player isn't lucky with what they get.

I also feel that there needs to be a strong level of polish on the graphics. Besides the mismatch of styles from the pixel art units and the more realistic-looking kingdom shot, the UI elements are very basic. Of course, this is also at an early stage in development so I understand that it's not as big of a focus.

I think the one thing I'd like to see the most is a change in how the battles and goals work. While it makes sense for simplicity, it's not as fun when you're just trying to hit a specific number by a specific day. Once the player hits that number, they can simply not focus on building more defences and instead shift to working on other things. Instead, I'd think it'd be more interesting if battles were random. Instead of players choosing a goal for that week to meet with rewards for doing so, perhaps it's a thing where they find out the attack is coming in two days with a goal in mind, and the outcome depends on how close to the goal they are. For example, if you're more than 15% off the mark then you lose. If you're within 15% but not at the mark, you'll survive but suffer losses (which can then play into the item that gives you gold when you lose a troop). If you reach the mark but don't exceed 15%, nothing else happens. If you get over 15%, you get a reward for your defense. Maybe there can even be something better for getting over 30%. This way, it creates more flexibility and can reward players for keeping up in troop production and being prepared for an attack. This would also feel more realistic than the whole "an attack every seven days" thing.

Submitted

Incredibly fun game! Had to pull myself away as I was getting sucked in! The game is taught really quickly, which is really rare for this sort of genre, great job! The gameplay also has a good level of tension, which really makes you think about your actions, as the consequences are only seconds away (unlike Civilisation, where you could be waiting an hour)

The music works well. However, I felt that the art styles were a bit too contrasting and distracted from the overall experience; maybe just sticking with one would help. Either way, the game is still super fun! I am looking forward to playing a couple more rounds! 

Cool game! I managed to complete it on the second run. I tried a bit around and had the impression that the 2nd and 3rd week are the critical ones. After that it got easier for me. I would say it is well balanced.

The graphics are a bit inconsistent. Partially high-resolution, partially pixel-graphics. I would prefer if my workers and warriors would walk around in the (very nice looking) town.

Overall I found it very addictive. Really well done!