Posted December 14, 2025 by mplay100
When I started Last Button Alive, it was never meant to be a big project.
The goal was simple: make a small, fun game that people could pick up instantly, laugh at, and play again without grinding, ads, or monetization tricks.
This devlog covers how the game evolved from a rough prototype into a finished $1 indie game.
The original idea was built around one question:
What if the rules changed every round, and players had almost no time to react?
From that came the foundation:
Fast rounds were a must. If a round lasted more than a minute, it felt too slow. Short rounds created panic — and panic created fun.
Before multiplayer, I focused on single player.
The AI opponent needed to:
This made solo play feel fair and useful, not just a practice mode. It also helped balance rules before adding more chaos.
Local multiplayer was always the heart of the game.
I designed it so:
Watching friends fail a rule is just as fun as surviving one.
Chaos is fun — too much chaos is not.
I added variety without breaking fairness:
Every round is different, but never impossible.
The game uses a clean neon style with minimal visuals so rules are always readable.
To improve feel and accessibility:
Small touches made a big difference in perceived quality.
Last Button Alive is priced at $1.
There are:
I wanted the game to feel complete the moment you buy it. One dollar felt fair for a polished, replayable party game.
The current version focuses on local multiplayer and solo play.
Possible future updates include:
For now, the focus is on stability, feedback, and improving what’s already there.
Thanks to everyone who checks out the game or plays it with friends.
If you lose a round — it probably wasn’t the game’s fault. It was the rule.