The game was very fun to play also adding little horror enemies was a great idea to boost up the excitement, also there was a momonet when i saw a giant black line and i said what is that and couple seconds later i saw him, the boss, but about telling how much health we have would be great also add red glowing around the screen as much we have low health as much red will be seen with that we can know that we're in critic moment and also if map were much bigger that would be great , in short it's a great game
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Last Man Alive's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Playtested this one | #12 | 4.000 | 4.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Fun enough little game, although I think it needs some more to stand out from the other Vampire Survivor likes. I didn't experience any obvious bugs or glitches but I had some things I thought would be nice to add/needed clarification:
1. I'm not really sure what the red enemy is that flashes? Does it have something to do with the boss?
2. I received a few upgrades, including additional health but I didn't see any UI so I was never sure what was upgraded or how much health I had.
3. Speaking of health, There's not really any feedback when you get hit by enemies either. Some sort of VFX effect or flash or sound would be nice along with the aforementioned UI.
4. The flashlight gimmick is interest but I feel like it's underutilized. Maybe if there were upgrades that changed the type of light projection (like illuminate a ring around the player instead of projecting forward) or increase the light size that would be helpful. I feel like increasing the play area to allow the player to move around more and randomize enemy spawns more would also help.
Best of luck!
Hi, Thanks for playing!
1. The enemy was added at the last minute to add an extra factor to sort of jumpscare the player. So far, it does no damage and is only there to confuse players. However, this did not play out as I wanted it to.
2. The UI is intentionally not included to declutter the screen and make it so the player doesn't know. The upgrade text said + 2 Zombie hits, meaning you can survive 2 more zombie hits. You start off being able to take 6 total zombie hits.
3. Yeah, that makes sense. I will probably add that in the future.
4. The flashlight I think is just there to be there. If you are playing on a bright enough screen, all zombies should be visible, as zombies have a small illumination. I was originally thinking of having light upgrades, but thought otherwise as I felt that if the zombies were completely invisible, it would be unfair to the player, especially against those speedy zombies. Also, for the player area, I will look to expand that in the future.
Thanks for the feedback!
Fun game, very intuitive gameplay and I enjoyed the lighting effects. I guess the next step is differentiating this from other survival twin-stick shooters.
A few thoughts I had while playing
- I wasn't sure what the red fast enemy did? Was he damaging me or just being a jumpscare?
- I couldn't tell how much health I had, so I still don't know if it's like one-hit kill or if I have a hidden health bar.
- Enemies continuously spawned in one direction for me (by the boss), which made sense but restricted my gameplay to just backing away. This could be fixed by adding some drops and other things to make me want to rush towards/around the enemy.
With more juice and progression this could defo be fun, although there's lots of competition in the genre. :)
Please try my game out if you get the chance.
Thanks for playing the game!
Yeah, I need to differentiate this game from others, but for a prototype, it seems to be working well.
The red enemy actually doesn't do damage. I added this at the last minute to add some more flavor to the game, but it was definitely rushed and not how I saw it in my mind. I think I will end up making it one tap the player though as it is pretty easy to defeat with the spawn delay. However, it doesn't give that spooky element I hoped for.
For the health bar, you start with 200 HP, which means you can survive 6 zombie hits that deal 100/3 per hit. I intentionally didn't add one to clean up the GUI and make it a bit scarier/less cluttered.
The enemies that spawned in one direction from the boss are the "minions." It was intended to be like a boss fight, and the sole focus is the boss. However, to make the boss a bit harder, I added minions that would spawn to make it a bit harder than just shooting the boss. I might end up adding more distractions for the boss, but I am not sure.
I will try out your game later today when I get back.
Thanks for the feedback!
Funny game and good atmosphere! My only suggestions would only be
- Make the cursor sprite a bit more visible (increase size and/or brightness)
- The "invisible" enemy that appears and runs towards you sometimes spawns on the edge of the screen and it's not very noticeable until it's already on you
Thanks for playing and for the feedback!
Good point on the cursor, I will make it brighter so it is easier to track.
For the invisible zombie, I will definitely take a look at the spawning to make it more fair for players. Right now, there is a quite loud audio queue for when it spawns if you play with sound on that alerts players.
fun and scary. appreciate the stats at the end. I'm not sure what the points are for but that's ok. I assume from killing the beasts. the big one was imposing. my best time was 161 seconds, and 2 waves, I played about 5 rounds. I think increase bullet damage was the most useful. but i didn't try all of them tbf.
Thanks for playing and for the feedback! Glad you enjoyed the game and found it scary! Nice job on the 161 seconds with 2 waves, that's pretty good.
The points are mainly for score tracking and potentially comparing them to your friends to add a sort of thing to aim for. The formula is a sum of the
- total zombies killed * 100
- waves completed * 500
- accuracy * 1000
- time survived * 10
For the upgrades, it depends. If you don't do bullet damage every turn, I think you fall behind and have to use more hits to take out zombies as the zombies' health increases by 20% per wave, but honestly, the knockback boost combined with bullet fire rate is a pretty good combo if you pair it with the machine gun.
Hi, thanks for the feedback! I was mainly focused on polishing and producing a main core gameplay loop for a first project as I started game development only 3-4 months ago. Now that the core loop is working well, I am planning on adding more unique features to make it more interesting. Thanks for trying it out!







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