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The Last Breath's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #5466 | 2.589 | 3.111 |
| Narrative | #7422 | 1.941 | 2.333 |
| Artwork | #8494 | 2.126 | 2.556 |
| Creativity | #8892 | 2.219 | 2.667 |
| Enjoyment | #9596 | 1.757 | 2.111 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The Last Breath uses two core timers: The Candle (The Main Countdown): Your light is your health and your timer. It decays constantly, and stepping into wind drafts drains it 8x faster, forcing tense speed-vs-safety decisions. The 10-Second Breath: The house inhales/exhales every 10 seconds. Bridges extend, doors lock, and floors crumble depending on where you are in this cycle, forcing you to time your moves perfectly.
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Comments
Great graphics and sounds, but gameplay somewhat lacks substance. The main 'story mode' is designed rather poorly, each mechanic is introduced just to be used once and then discarded. Its also really really easy, ignoring the bridges which i still dont know how they work they seemingly randomly kill you, and the fact i didnt know the candle was burning out until i died on the last room. Even the mechanics which werent that bad, are pretty boring. Tiles, levers, it all kinda just serves to waste your time in slightly diffrent ways. The endless mode works fine, but it suffers from the same problems as the main mode. Also the game refuses to be fullscreened, and whats with all the text and descriptions.
I think the idea is not bad, but it was too hard to play for me.
Managed to finish it, but struggled to even start since it begins pitch black and I don't even know what perspective we're in so I didn't find the note or table for a long time.
The hitbox for crossing the bridges is still unclear to me. For a long time thought I had to avoid the gray squares, since there appeared to be wood beneath them.
When the floor tiles came in I realized that timing to the breathing only makes sense if I can actually see/feel/hear the breathing
IMHO the candle should always light clearly and with a slightly larger radius, because *barely* seeing something is not a fun game mechanic, just makes me squint, zoom in or adjust my screen's brightness.
I don't think that the visibility is very low, when I play I can see near me properly. If I increase the radius then it won't make sense as full room will be visible
Great idea and nice atmosphere.
But in my opinion there is almost too little visibility, and the screen size was really small by default for me., I had to zoom in to see anything.
Especially since you coded it with AI, it's a shame you didn't polish the controls, would be rather easy to do I would think.
I don't think by any chance that the controls are not polished. The visibility is good for a candle, if I increase it a little then the whole room will be visible which will make no sense.