Thanks so much! Agreed, I would have liked to improve how equipment works in the game. Sounds like I need to do some more testing
porkrind
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Nice little challenge. I think the highest a got to was 50. It's pretty tough, but fun to try to find was to better manage it when multiple enemies are coming at you. The art looked nice as well. It would be cool if there was some sort of bonus or power up the help you when you're in a tough spot. Nice work!
Very faithful adaptation of the classic for the jam! It played very well. The only thing I wish was for a bit more of a challenge curve. It didn't feel like there was a need to use the Last Stand move because I could keep it relatively clear. The scoring was nice though. I think I got to about 3800, but had to call it there.
Woah, crazy how many puzzles you were able to put together! I really liked how the environment connected and reacted to the puzzles being solved. I had a bit of trouble figuring where to go after the first few were solved, but then I realized there were multiple towers surrounding the main one.
I completed all the outside puzzles, but once I made it inside, my laptop really started to struggle. I got through the first couple puzzles inside, but received a fatal error. I don't think Unreal likes my laptop.
I was really hoping to get the end, but alas it wasn't meant to be. The variation and progression of the puzzles was nicely spread out. Nicely put together.
Very sharp looking game! The variety of enemies and how you have to deal with them is really cool, as well as the upgrades. My laptop had a bit of slowdown. Might be interesting to see how it runs in an exe as well.
One strange bug I ran into is at the beginning when says "Click to Start", sometimes after the game loads, the direction that the player fires is different than the crosshair position, but if I leave my mouse absolutely still after clicking to start, it's usually pretty centered.
Really cool! Seems like you've built a solid base for a tactics game. Having that intro dialogue flow into the battle made me feel such nostalgic for FFT. The map and the character designs were also nice, and the whole thing felt very cohesive.
Something that would be nice to see is the attack radius of each character's attack rather than just showing which enemies they can reach, though I know there's only so much that can be done in 10 days. Definitely would have been down to play some more rounds!
Thanks for the thoughtful comments! Completely agree about the darkness and the dialogue aspects. That dialogue piece has been on my fix list forever. I did find that the web version is somehow darker than the windows version, though I'm considering adding some extra ambient lighting to the choral to balance things out.
Thanks! Yeah, before the waviness, even the bubbles didn't give it the feel I was hoping for. I'll check out that area. I wouldn't be surprised if there's some terrain that isn't up to snuff in some areas.
I probably should have clarified that the bandages are specifically for bleeding, but they don't restore health. Though in hindsight, it probably would have been nice for a little bump in health with those.
Thanks so much for your feedback. This was my first time trying to create in-game events like this and really made me appreciate the amount of time it takes to script events in full-sized games.
Man, that was really fun. From the title screen, you're already getting a player to figure things out, which is pretty cool. Got the final challenge on the first try (by pure luck of course)!
Regarding some of your questions:
1) What if you had some sort of ice cube that would melt in the right condition. Or possibly an object that explodes on collision.
2) I think it would be great to see a visual version of the transform controls. I know that probably would have been a lot of extra stuff for a jam, but being able to drag a rotation and scale would simplify controls a bit I think.
3) Every round, you introduced a new dynamic or challenge to the game. I think if you were to expand upon this, I would give a little breathing room between each new challenge introduced by having a second challenge similar in components to the previous. That also breaks up some of the tutorial text.
I've been thinking, it would be interesting to have a thread for people who would like some targeted feedback about certain aspects of their game. I definitely feel like it's hard to gauge how well certain mechanics and other things worked for people, so I would be interested in hearing your opinions.
I'll also do the same for as many as possible in this thread!
Here's a few areas I was curious about for mine https://porkrind.itch.io/the-last-expedition
- What (if any) did you find confusing about the objectives / progression?
- Was there anything that you found too easy or hard?
- Favourite moment?
There was something really cool about this game. The combination of the kind of creepy music, the lack of visibility and the way the aliens moved all made for a great experience. Definitely had to cheese it in the last few waves by sticking to the 4-way crossing. Is the wave 10 the final one? Felt like i was going on that one for a while (I think I had about 280)
That was a cool little surprise at the beginning and I thought the matrix-y walls made for a crazy exciting energy alongside the music and enemy designs. Something was really hurting my laptop through. Wish I could play on my main desktop, but I had to pack that away. So yeah, got some crazy choppiness after a while. Still had a good time while I could.!
That was cool! I found it engaging to keep going even though I died a lot. I like the colour choice and general art style as well.
I did have some trouble with the upgrade station a couple times where I would press the button when I had the right amount of $, but it wouldn't bring up the upgrade screen and then I'd die. It seemed to happen on the 2nd or 3rd upgrade of each run.
What a cool idea. I like the idea that you choose your positioning. Also, the concept of these little guys willing to swim across and single-handedly take on your castle is kind of terrifying. It was a struggle to run on my laptop since I don't have a proper graphics card, but luckily that didn't matter too much for the style of game it is. I was also wondering about rotating the walls, but it looks like you covered that in another comment. I wasn't able to progress very far mainly because I couldn't close off the walls properly, but maybe there's a better strategy
That was a fun idea and lots of content! The first area is a bit slow - I wish I had bought a permit earlier because that's when the hectic fun & money starts ramping up! Then I was getting all sorts of ingredients and crazy customers. Nice job!
Edit: meant to say, I loved the sound design too. That ketchup squirt is great lol