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Until The Last Mile's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| End-of-life plan | #75 | 3.726 | 3.857 |
| Fun | #130 | 2.967 | 3.071 |
| Overall | #160 | 3.036 | 3.143 |
| Graphics | #173 | 2.898 | 3.000 |
| Theme relevance | #183 | 3.105 | 3.214 |
| Sounds | #201 | 2.484 | 2.571 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
End life plan
Until the Last Mile has no accounts, DRM or required online services. If its original hosting becomes unavailable, the final HTML5 build will be released as a downloadable archive that can be locally hosted or mirrored. Instructions for running and preserving the game will be included so it remains playable independently of its original itch.io page.
Transparency note
Only for code
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Comments
This is the most ambitious thing I've tested in the jam. A logistics tycoon with BUILD / ROAD / RAIL / SHIP / ERASE, a DEMANDS panel, pause, money, score and a meteor impact timer running down. That's Transport Tycoon compressed into seven minutes, which is an absurd scope for a jam.
The production chains are real, not decoration. The help panel lists Grain + Fresh Water = Provisions, Medicinal Plants + Fresh Water = Medical Supplies, Wood + Iron Ore = Construction Materials and so on, each with a tier and a value, with advanced goods worth more points. And having a help button always visible at the top that opens exactly the table you need to consult is an excellent design decision. The pixel art island map with proper names like VERDANT REACH and EMBER ISLE over the light blue sea is pretty and well organised. Putting a meteor timer on a normally calm genre is a clever way to fit "high score chaser" into a tycoon.
Where I struggled. It's too complex for the time it gives you. Seven minutes to learn production chains, transport types and an economy is very tight, and I spent half of mine just reading the help panel. I also couldn't build anything. I tried dragging a road between two buildings and nothing happened, and it wasn't clear whether I needed to click tile by tile, whether I lacked money, or whether the terrain was unsuitable. The buildings and labels on the map are also tiny at the window resolution, I couldn't read a single factory name.
A guided first 30 seconds ("click here, now here") would fix most of that, and with the help panel you already have it would be easy to add. If you keep working on this after the jam with a longer timer and a tutorial it becomes a real game. It's the one I most wanted to come back to.
Thanks for your review. Game was definitly too amitious. And I should focus on tutorial more for this type of game. I will keep in mind your reviews for my next games.
Really good, congratulations! I really like the art style It's simple, readable, and beautiful
Interesting game! It was a little confusing at first, but once I understood how it worked, I couldn't stop playing. I really enjoy games like this. Great work!