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Last's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Cleverness | #8 | 4.000 | 4.000 |
| Playability | #37 | 3.000 | 3.000 |
| Artistic Style | #42 | 3.000 | 3.000 |
| Theme Implementation | #55 | 2.000 | 2.000 |
| Judges Choice | #90 | 2.000 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/16hsxhAP2ivmmC-ZJR0ZyMqPrLn0hiU7RAVipEKI8oa4/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes, Anyone with the Link as Viewer
Is your game set to public on itch.io so we can see it?
Yes
Summarize your game!
You're the Last Person On Earth in this Survivor-Like top down 3D game. WASD or arrows to move, space to dash. I'm still working on balance, I find that Attack speed tends to come more in handy than attack damage. Also, the checkbox on the home screen is where you turn off the intro audio., it lasts about a minute at the beginning of the game and provides color.
Please explain how your game fits the theme.
The whole world is dead. You are the last human, the last food source. The world is watching and you look delicious.
Did you use Generative AI to make any assets in your game?
Not at all
Is there anything you'd like the judges to pay particular attention to?
Thank you for playing my game. I hope something in it brings you a smile.
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Comments
Playability:
Easy to understand and play through. Powerups are wildly inconsistent and scale seemingly infinitely so the challenge disappears immediately. Fun to play regardless just needs time to cook.
Theme:
The implementation here is a bit weak beyond the narrative. Doesn't tie into gameplay neatly and feels a bit like an afterthought.
Cleverness:
Absurdly self referential and hilarious. Your voice over sounds like ZeFrank and I can't unhear it. This kind of humor is great and you should continue on with it.
Artistic Style:
Simple and consistent but a bit busy for the environment.
Thank you so much for playing and taking the time to give me such a thoughtful review.
This was my first game jam and I was nervous about feedback, this really filled my sails.
The powerups need a full rework for sure! Once I add a few more weapon choices ** and more player agency** I was planning on creating choices that lead to paths in leveling. This was a questionable placeholder.
I had to look up ZeFrank and now I can't unhear it either! HAHAAH thank you!
If you have time, what do you mean a bit busy for the environment? I am hoping to create a claustrophobic natural maze kind of feel that forces you to use the sprint then making it an even more special resource. I clarify not in hopes to change your mind but with your feedback, if that mechanic direction is a choice you would caution away from I would love to know why or how I could better implement it.
Regardless, I hope this reaches you and your team. I'm a huge fan and really appreciate what you and your team are doing for the community.
Haha, the intro with the VO was a nice touch. Pretty lighthearted and fun start to the game.
On the accessibility front, I'm running a Macbook Pro, so I don't play games at 1920 x 1080 (it's a 3024 x 1964 resolution screen that displays everything with double pixels at 1512 x 982). So putting the game window at 1920 x 1080 means it goes off the screen for me. You're not the only one to do that, and dw I get why you did – putting it in Fullscreen works. But, because escape is a button used for getting out of the tutorial or pausing the game, it also throws me out of fullscreen. So I found it difficult to engage with the tutorial early on.
Anyway, the gameplay itself was... interesting. Everything felt pretty "numbers go up", I wasn't really finding attacks that were orthogonal to what I could do previously. It would be cool to explore multi-attack, curving attacks, AOE, etc. I was mostly just picking the options with the biggest numbers and waiting to see if the game got fun.
Sorry for the harsh critique! I hope you enjoyed making the game. The wheelchair guy was a nice touch. If you decide to continue the game, my advice would be to throw in one orthogonal upgrade then give the game to 3 friends and watch them play. See what they're enjoying, and double down on that.
Hey! Thank you for playing my game and reviewing! You are absolutely right on the numbers go up thing, this game is mostly a survive until you cant or the number of objects overwhelm your machine and your framerate dies. It has a way to go before it is a game as opposed to a couple of mechanics in a trench coat. ;) its hard to believe that for my first game jam game i didnt create the next warcraft killer right? (/s just in case)
But seriously, thank you. I hadn't considered the native resolutions of those displays and I had limited testing in other browsers and OS and had run out of time before I could create metaprogression, additional characters, and new weapon types (and now manual shooting with skills to increase user control). The level system is just an rng to a switch right now so tons to explore in development there.
Additionally, the exiting full screen mode and the menu fighting each other will now be one of those issues that will haunt me in every project I make. I am inclined to solve this with my own solution but I really appreciate user feedback and yours seems to come from a knowledgeable place. Is there a standard solution for web games to that issue? I am usually a download able game kind of guy so this is some new territory for me.
I can kill hours in a fun survivor like so I would love to keep this project going, even if just for fun. The fact that I have received such positive feedback on the voice over at the beginning is enough to keep the dev fire burning. Little by little little things become bigger, right?
Haha, totally get you on the Warcraft killer comment. People don't get how much works goes into games.
We built our own survivors-like (just released our demo on Steam actually 😄), where you compose spells on a musical loop and fight to impress the audience. We started with a super novel mechanic (whammy mode from Guitar Hero and a Magicka like spell composition system), but then learning to do even just half of what the other games in the genre have accomplished has been most of the battle. 😅
Btw for your fullscreen question, I don't think there's a standard approach here. In Don't Read Chat, I did a cheeky thing and made a separate menu if the container is at exactly 960 x 540 (which is the size I made the itch.io container). So it detects if you haven't gone fullscreen yet, and tells you to go fullscreen to start the game. Otherwise, I've seen other people make their game window TINY so you have to click fullscreen to play. Or you could just make it 960 x 540, which is probably pretty big already on most screens, without being too big.
I like the level design, and the voice acting was nice.
Is the map just really big or does it generate? I tried to get to get to an edge and didn't easily find any, which if by design was well implemented.
I think having some control over the shooting would be nice in the future.
Also, maybe on my end but when I tried to put it into full screen the game would just disappear
Hey! Thank you for playing my game! I have gotten feedback on that shooting from others as well i will totally implement it along with a few optimizations to help with smoothness.
The level is big but intentionally designed to loop back on itself a bit. I really appreciate you noticing it took quite a bit to get it there.
I haven't had an issue with going full screen but would be happy to test further to see if its something i can fix. Was it in a specific browser? OS?
Thank you for your feedback, I'm still so new to this, it really helps with motivation.
I tried it both in Edge and Chrome for browser, it showed up in both. I am still on windows 10 so there is a chance that it could be coming from that.
The intro was funny. Unfortunately I couldn't figure out how to close the intro dialog, so I couldn't play. Looked like there might have been a button on the bottom left to close it, but it wasn't registering clicks.
Thanks for playing! That intro had me chuckling one morning as I was taking the puppies out for a walk when I came up with it.
If you're still interested, clicking escape will close that box. It's the last thing on the wall of text tutorial (a curse of the wall of text). Once the jam is over ill add a button as i make a better tutorial. You can also click the "use tutorial" tick on the main menu to keep it from popping up at all.