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The Last Empire's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #2 | 4.300 | 4.300 |
| Fun | #2 | 4.000 | 4.000 |
| User Interface (UI/UX) | #3 | 3.700 | 3.700 |
| Visuals(Graphics) | #6 | 4.000 | 4.000 |
| Sound/Audio | #11 | 3.400 | 3.400 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://luckyape.itch.io/empires/devlog/1065072/v0110-new-content-part-2
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Comments
How do you beat week 4?
Cozy, fun game. I was a bit surprised that the buildings were built in fixed places. Very nice UI that are easy to use and understand. Keep developing the game. Good work!
1. so far i like the gameplay but the visual style is incohesive.
2. ui is clear and easy to read and understand, text is a bit small but that more of a me problem than the game problem. 9/10
3. profanity breaks immersion. it feels semi apocalyptic/semi-medieval and then bam random modern day cursing (got goblin event)
fun to play, would play again, quests add an extra challenge
Hello Hello !
Nice Work Here !
I like this Turn Based Optimisation game you built !
You got me hooked ! I wanted to write this at the same time I played but I totally forgot about everything else and kept playing till the End, Here I am, writing the comment ^^
About the "New Content":
Gameplay Idea's:
Everything to Say really nice game but I don't feel like playing it again in this State, not because it's not good but because I'll do really nearly the same Run. Some RNG due to the Events and the Shop's content isn't enough I think.
Bug Report:
UI / UX:
Once again Great work, great game, continue !
I enjoyed playing. It feels like you have a good base here. I was able to win fairly easily, but that was due to what is likely a bug. I got the Sun item from my week 3 fight, and while it says "temporarily", from then on I had a lot of energy every day. With Farmers being free, I could just fall back to producing them if I couldn't do anything else. This was even more powerful with the Mirror item that grants a free troop for every 5 workers you build. In the end I had 59111 Defense, and it would have been more if not for a UI bug, which I'll include below. Without the extra energy it would certainly have been a lot harder. I could see adding more items that boost daily energy, though by a more modest amount, and perhaps as a limited quantity available thing.
It would be nice if when you gained random items there was a message somewhere about what you gained.
In Fairy Blessing you have a typo with the first use of Fairy being spelled "fiary".
In the Shop screen, items have a redish background when you can't afford them, but the units do not.
The biggest bug I encountered was with the upgrades. When you have enough to need a 3rd row, the UI stretches off screen. You can still see enough of the third row to interact with it, but you cannot see or interact with any rows beyond that. I did not have enough gold to buy everything, and sometimes I had to buy upgrades I didn't want in order to get the ones I did on screen to purchase. The simplest solution would be to just add a scroll container around the upgrades. However, it looks like each upgrade is the same, except for cost. Personally, I would limit it to only showing the next (cheapest) upgrade for each type. When they purchase the upgrade it can check if the following one has been unlocked and then show it. You could even have an icon to indicate if there are additional upgrades unlocked for each of those shown. I think this would really clean up the UI there for cases like mine where I was focusing on certain upgrades and had a bunch of others I had to get past. The scroll container would be quick and easy, but I think this would look and feel nicer for the user.
These barbarians... every seven days they want to challenge my rule... Stress... pure stress, even for a king as outstanding as me :)
I had four rounds of pure fun and I'm still not sure which tactic is best. At some point, I always seem to be missing something... be it gold or workers :)
The soundtrack and visual design are very harmonious.
When you have more than two rows of upgrades or similar available, the UI suffers a bit... But I take that as a nice hint that you shouldn't play it that way :)
The items get a little lost, and maybe the large-scale display of the city could be made more interactive. Perhaps the items could be placed there with animations so that you know what they do and their importance becomes clear.
But these are minor details.
The game is bookmarked, and I hope it will be developed further!
As both of us devs at Funkybnuy are suckers for Heroes of Might and Magic (some elements had actually inspired our own game!), I loved this game! This is probably my favorite game in the whole jam! I can tell this was inspired by Heroes 3 (The best game in the series obviously)
However, there's some problems with UI that I thought I'd let you know about
-The beginning screen doesn't feel needed, since the premise is repeated a second time once you get to your land. As well, there seems to be some sort of transition error when loading the land in from the beginning cutscene screen. I reloaded the game multiple times and it always happened, so try to fix that if you can
- The word 'Peasents' is a misspelling, it should actually be "Peasants"
-Defence is also a misspelling, it should actually be Defense
Other than that, I loved this game! I'd totally buy this! 5 stars easily!
Really well-developed game.
On my first run, I chose Prince and saw some overlap in the “You have returned” screen
Next, with the field and building placement, I tried zooming out but couldn't. I thought this was also a glitch so I reloaded, thinking it was a browser windowing issue or something. Eventually I realized the layout was intentional, and once I got past that, I lasted 4 weeks as king. (Edit: I played a few times, and finally won)
Love the music, graphics, and the concept. 5 stars.
I played through on King. I kinda stopped paying attention to new items in the late game, but early items were very impactful and influenced my decisions a lot. I feel like two early pears and the thing that gives you money for making peasants kinda carried me.
This is really similar to something I played a long time ago. That one had like simulated battles and stuff, whereas I feel like your main standout features of your game are
Relative simplicity. Units just contribute as a defense value, don't die in fights, and upgrades are really simple. I don't consider this bad or good.
The week loop. Things happen on a regular schedule, so you can plan somewhat. I consider this predictability good, you could maybe do some more interesting things with it. Like there's specific additional things that happen at any point in the week, but you're warned at the start of the week.
Quests and events.
Items.
I feel like the game would benefit from making the player consistently think about which items they get and which items they have, throughout the game.
Generally have items be stronger, more expensive, and fewer. Like divide the number of items someone on average gets through a playthrough by like. At least 4. Low enough that you can actually think about every item. And/or structure the way items are shown more. Like once the player has bought the item that gives +2 stone every day or something, or the item that gives you a day's harvest extra, then chances are they never need to think about that item again, so it's clutter to have items like that together with the actually interesting ones.
Rarely give the player random items, have some fanfare when you do, and have those items be usually worth the fanfare.
Don't take away completely random items. Take away specific, known ones. Or show like 4 different items and offer choices: [lose 1 of those at random and get X], [lose 2 of those at random and get Y], etc. Take away the items they've had the longest, or the ones they just got.
More opportunities to choose between items. Trade away specific items.
If you cut a lot of boring items, maybe add bundles of resources to the shop?
Also the candy feels kinda broken.