The idea was really interesting! It had some beautiful effects too, and I really liked the sound design. Great job!
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The Last Bastion's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #507 | 3.545 | 3.545 |
| Innovation | #803 | 2.909 | 2.909 |
| Audio | #825 | 2.864 | 2.864 |
| Overall | #836 | 3.000 | 3.000 |
| Gameplay | #836 | 2.818 | 2.818 |
| Visuals | #906 | 3.091 | 3.091 |
| Enjoyment | #1004 | 2.773 | 2.773 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Humanity’s last hope lies inside the Last Bastion. Monitor survivors through CCTV, inspect suspicious symptoms, manage the bunker’s power, and protect the researchers developing the antidote. Anyone could be infected, and one mistake could destroy everything. TRUST NO ONE.
The theme “Trust No One” is the game’s central mechanic. Every survivor may be healthy or secretly infected. You must compare vitals, appearance, behavior, and work performance before deciding whom to admit, monitor, or eliminate. Trust too easily and the infection will spread. suspect everyone and the bunker loses the people and power it needs to survive.
What code and assets did you not make from scratch during the jam (if any)?
The outdoor tiles, some indoors items in each room and the characters
How many people worked on the game?2
Comments
This is very cool game, well done. I love the mixture of the CCTV mechanic with the pixel art, unique combination.
It's interesting, and the mechanic of playing from the cameras, like a god making decisions, is really good. Sometimes I felt like I wasn't making progress, but that might just be a specific case. Good game.
Cool concept and the gameplay is satisfying. I just don't understand why I couldn't kill some people even if I had enough power sometimes.
I think the fact you can monitor inside the base and order people to kill whoever you guessed wrong balances out the fact you don't know what could be a sign for the infection. This game does feel overwhelming as it feels like there is alot going on in this game. The pixel art is good and sound design is well done. Nice job.
Nice game! The strongest points are definitely the visuals and the audio. I think some symptoms should be shown as the standard so the player has something to compare against and know if someone is infected.
This game was fun and interesting! I really enjoyed the different camera feeds, it helped break up the Accept/Reject gameplay portion. I liked that I had to carefully watch the survivors in order to see who was infecting who, and since the UI wasn't visually-loud about it, it felt satisfying when I figured it out. The main feedback I have is that I couldn't feel out which symptoms were more severe than others. I assumed that any blood color that wasn't red was a terrible sign even if it was the only symptom. When I tried to play less strict I felt like I got further in finding the antidote but I wasn't able to succeed. Regardless, I was engaged/focused and felt immersed in my role.
The game looks really polished!
I like how your intuition is worth something here, like treating green blood as more suspicious and things like that.
Sometimes I wasn't really sure what i was supposed to do so I never really figured if my selection/rejection criteria made sense, but besides that i enjoyed it a lot.
Visual, Sound, Theme and Vibe were so great!
Thanks for taking the time to play and rate our game!
Each symptom contributes differently to a survivor’s total infection probability. For example, green blood is more "suspicious" than red blood, but this alone cannot 100% confirm an infection. You’ll need to compare multiple vitals before deciding whether someone is infected.
So for example, a survivor with double irises, green blood, a fever, and an elevated heart rate is certainly infected. However, a survivor with green blood but otherwise normal vitals will only have a slightly increased infection probability.
A super polished game. Really cool symptom checking. I love how you have to switch between cameras, and keep track of everything. I was engaged throughout! Great job.
Excellent visuals, polished UI, and an engagingly complex system! Very well executed!
I'm still trying to figure out the best way to optimize antidote research progress, and I think I need a better understanding of what constitutes a sign of infection besides the little green illness pop-ups around them.
Thanks for taking the time to play the game and give us usefull feedback.
We’ve updated the UI with clearer symptom details, check it out if you have the time and it might help you. How I usually play it, is to protect my researchers by checking everyone in the bunker for fever, unusual eyes, or an elevated heart rate. No single symptom confirms infection: a high pulse could follow exercise, while unusual eyes may be tattoos or contact lenses. Compare multiple clues before deciding who to keep pr kill, especially around the Research Lab.
When I Iose a lot of power or I stuck in antidote progress I try to get as many people as possible inside the bunker and try to kill only when needed because in late game the 5 power you lose in every kill is valuable. It's hard to balance it the first couple playthroughs.
I wasn't sure how to manage power and at one point my antidote progress dropped to zero, and I'm not sure why. I think the concept is really cool though.
Thanks for playing and leaving us feedback.
You are right, it needs some clarifications and a tutorial. We added the gameplay mechanics and controllers in game page if you want to check it out and give it a try. Also updated survivor's UI panel to be more clear in terms of symptoms, energy etc. Let us know if you tried the new version :)
Some clarification on what constitutes a symptom would be great. I ended up culling anyone who had red eye, green blood or high temperature. I think it is what I was supposed to do but I would have liked to be sure.
My bunker collapsed due to low power but I'm not sure what I should have done differently, my guess would be that I recruited incompetent survivors ?
Anyway, solid entry. Love how complex you've made this one, especially given the time constraint. Love seing the survivors living their lives inside the bunker, great touch.
Thanks for taking the time to play our game and for you valuable feedback.
Symptoms are intentionally ambiguous: red eyes, green blood, or a high temperature can indicate infection, but no single clue confirms it. Multiple "suspicious" readings can show a very high chance of infection. We also updated the UI and its more clear now in terms of symptoms.
Power is restored when healthy survivors work at the Power Station, so maintaining enough uninfected workers will keep power on point (mind that passive power consumption is growing as time passes. Also infected survivors will trick you that they work and you will see no change in the power, this is also an indicator of an infected survivor
The same applies to antidote research: healthy researchers advance progress, while infected researchers secretly reverse it. If the antidote stops progressing or begins falling, someone working in the Research Lab may be infected.
We’ve added instructions to the game page and improved the UI, so feel free to give it another try and let us know if the changes make things clearer!
Just tried it again. I really like thoses changes.
Having some text to go with the symptoms pictures and the energy cost displayed next to the "kill" action already makes my initial playthrough so much clearer in retrospect. I probably just ran out of power because I kept culling every greenblood in my bunker.









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