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The Last Crumb: Rekindled 🪨's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #77 | 3.893 | 3.893 |
| Gameplay | #281 | 3.536 | 3.536 |
| Overall | #318 | 3.527 | 3.527 |
| Visuals | #331 | 3.964 | 3.964 |
| Theme | #581 | 3.375 | 3.375 |
| Enjoyment | #617 | 3.357 | 3.357 |
| Audio | #733 | 3.036 | 3.036 |
Ranked from 56 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?
In The Last Crumb, your glow is both your health and your only source of light. Every step deeper into the ruins forces you to risk that glow...spending it to survive traps, reveal hidden paths, and fend off enemies. The farther you push into the darkness, the greater the secrets and rewards, but the dimmer Crumb becomes. It’s a constant balance of safety versus sacrifice, embodying the spirit of “Risk it for the Biscuit.”
What code and assets did you not make from scratch during the jam (if any)?
Environment Assets from Unity Asset Store -isometric-3d-ruins-
Music from Unity Asset Store - the-ancient-forest-of-the-fairies
Trap Character from Unity Asset Store - living-trap-cute-pro-series
Flying Character from Unity Asset Store - wisp-cute-pro-series
Font - dafont
SFX - FreeSound.org
How many people worked on the game?2
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Comments
Interesting concept and great visual effect execution.
However, in practice, I found the gameplay to be a bit confusing overall. It just sorts of relies too much on memorization and I felt that kinda hurts the experience since you're also tasked with exploring something unknown at the same time. I also would have liked to have more sastifying sound effects when you jump and land for example.
Overall I think it could be a cool game if you can reduce the memorization factor :)
Yes, we have definitely found that the memorisation factor is big thing and we need to balance for it, we just need to figure out how. We do need to work on the sound effects too. 🙌 Than you so much for your feedback. 🤗
Cool idea and really cool aesthetic, it wasn't immediately clear to me what I needed to do or how exactly the glow mechanics worked, but I managed to stumble into the ending somehow. Great work with this one, lots of potential to extend into a cool game.
Haha, glad you managed to get to the ending. 😜 Yeah we need to try balance the vague aspect of 'risk' how you play the game however you like to and kind of guide the player along. We definitely want to try and turn it into a full game. Than you so much for your feedback. 🤗
Really cool idea, risking to check the path.
I am not the best at maze-like games, so I quickly got stuck :D
I was struggling with the controls about what I was supposed to press, go north west or north east :P But it's not an important issue.
While the easy fun of this game is really nice, over all I miss something that will engage me to try harder so perhaps its something to do for this game design to adjust.
Anyway, Good job!
My gameplay
Thank you so much for feedback and your video. 🤗 It's always nice to see other people play it and what they have issues with. Yes, we definitely have a lot of work to do with regards to the game design. Again, thank you for your feedback. 💛
I don't have anything new to say that hasn't been mentioned, but I'd agree the maps can easily be remembered and the controls seem odd. However, the game concept is great and it's lock on the theme is airtight. Seems like it could be a fun full game when balanced right. The levels were designed nice and visually the game looks great. Good job!
Thank you so much for your feedback. 🤗 We definitely are keen to fix all the issues people have suggested and work on a full version of the game thanks to everyone's positive words. 🙌
Wonderful game! Definitely nailed the theme with risking each move. Exploration was fun! Good work!
Thank you so much. 🤗 Really appreciate the feedback! 🙌
Very interesting. A brilliant and fresh idea. Perhaps some sort of marker could be added to the UI for control. Overall, it's quite good. :D
Glad you liked it. 🤗 Haha yeah definitely need to do something about the controls. 🙌 Thank you so much for your feedback. 💛
Very Unique, simple, and rather elegant design! Nice work <3
Thank you so much for your feedback. 🤗
Great idea, great visuals, good audio and gameplay.
Controls are bit weird even for isometric view type and probably need a tutorial (I didn't realize holding longer show more area I thought it was useless to use light because navigation where can I move, and the light only show that for one second, I thought might as well complete game without light and I did)
Aside from that this is the most unique game I played gameplay wise.
So yeah, you guys did wonderful work
Thank you so much 🤗 Yes, we definitely need to have a proper tutorial as well as allow the user to 'train' their input how they would like it. Thank you for your feedback, it means a lot! 💛
This was a cool, puzzle game! Took me a while to get a hang of but it was a lot of fun. The atmosphere and environments were very intriguing. The risk mechanism was quite well done!
Thanks for trying our game out, glad you liked it. 🤗
Atmosphere in the game is really pleasant and relaxing.
The idea of sacrificing life for information is interesting, but once you memorize the map, it feels like you can just rely on memory and the hints at the edges of the screen — so there’s little gameplay reason to use that ability again
Than you so much for the feedback 🤗 We do need to work on balancing of the game mechanics, so maybe revealing the entire map comes at a greater cost. 🙌
An interesting concept, but it's a bit confusing for me. I really like your tiny visual style and the game's atmosphere.
Thank you so much for the feedback 🤗 We unfortunately didn't have time to work on a proper tutorial to get people used to the games mechanics. Hopefully you give it a try again after the Jam. 💛
Very interesting take on the theme, and I really liked the artwork and isometric environment. I liked that you need to sacrifice more of your health to reveal more of the environment, but I often felt unsure of whether or not there was more map to load in because of how long you had to hold down the "glow" button for. Maybe a subtle outline of the extent of the map that the player can always see would be helpful, and then holding the glow button just adds in more and more detail.
I also think the flying creatures could do something a bit different, or be taken away entirely, since they create the same tension for holding down the glow button for too long - maybe the health should just always deplete a lot faster as the map is revealed more.
Really cool mechanic, and very appealing game. Well done!
Really glad you enjoyed our game 🤗 Oh that is a unique take for an issue that we are facing, we were thinking about balancing the 'glow' mechanic so you get to max glow earlier, but it is definitely something we need to think about. We will also need to refine the flying creature mechanic, we wanted a danger in the 'light' as well as in the 'dark'. Thank you so much for your feedback! 💛
This is one of the more innovative games I’ve played so far. It looks very pretty and I like the idea. I know you are leaving things vage on purpose but since there is a cost to just explore, I was a little confused about what the goal was or where it’d be worth going. Also the WASD on a 45 degree isometric view is a little confusing, it may be worth keeping the keys shown for a while because I kept confusing W with NW and NE. Great job overall!
Thank you so much for the feedback 🤗 Yes we do like that it is a little vague but I think we do have to sort of have a sort of guidance system for the player. Otherwise it can be extremely frustrating for casual platers. As for the controls, a lot of people have issues with it so we do need to come up with a new system, I like your idea of keeping it onscreen for a while, but also maybe let the player decide their own controls in a clever way. 🤔
Trading what is essentially HP for information about the map is a really neat idea! I think a couple changes would really help the risk/reward payoff. First, the traps should spawn in at the same time the hidden platforms do. I had a lot of instances where I would use my ability, see an empty platform, and then move to it only to find that there was actually a trap there that hadn't spawned in just yet. Second, the whole map should be shown when the ability is used rather than gradually spreading outward. For the latter, this would make it feel a lot more rewarding to activate once, try to memorize everything, and then execute. As is, it felt like the game wanted you to use your ability at every step which resulted in a lot of deaths and rote memorization rather than on-the-fly skill.
Thank you so much for the feedback. 😊
I totally agree, the traps should spawn at the same time the player sees the full platform, so this is definitely something we will tweak. With regards to showing the whole map with the ability...we are playing around with the idea of getting pickups/upgrades etc that augment your ability. So the current version of the ability is, you use your 'Glow' (HP) to see the map, the longer you glow the more you see but the more it costs. So the gradual increase exponentially increases your cost/s. Keep a look out for the updated version after the game Jam, would love more feedback like this. 💛
Really cool game concept, the animation for everything was stunning as well! Visuals and audio was great. I really enjoyed playing this game! I hope you guys continue and keep up the good work!!
Thank you so much! 😄 We’re really glad you enjoyed the game, and we’re thrilled the visuals and audio stood out. Your encouragement means a lot, we’d love to keep developing this concept and see where it can go! 🙌
You guys really nailed the game design. loved it <3
Thank you so much! 😊We're really glad that you enjoyed it. Keep an eye out after the Jam for more updates. 🤗
The visual style is seriously on point! The core gameplay mechanic is solid, and there's plenty of room to expand, add upgrades, new levels, and mechanics. Huge potential here.
I was left with some great feelings after playing, thanks!
That’s amazing to hear! 😄 We’re so glad the game left you with good feelings and you enjoyed the mechanics and visual style. While we can’t take full credit for the assets, we did try and add our own little spin to match the vibe we wanted. We’re excited to keep building on the gameplay and explore new levels, mechanics, and upgrades. Your encouragement means a lot! 🤗
A really nice use of isometric view with chunks. Perhaps you can invert the controls, because they felt opposite of what I expected, I often pressed forward/back but ended up moving left/right instead! I’d love to see you continue developing this, i see it has great potential as a puzzle game.
Thanks so much for playing and for the kind words! 🙌 Totally hear you on the controls...your brain works just like my Jam partner’s lol. 😂They felt a bit unintuitive to her but totally natural to me. We actually do have an inverted layout option, but sadly time didn’t permit us to get it in for the jam.
We really appreciate the feedback and encouragement! 😄 We’d love to keep developing this idea into a bigger puzzle experience! 😊 Add us to you collection for future updates. 😜
Probably one of the more unique games I've seen in the Jam! Unfortunately, I ran out of light and I couldn't find my way (I was being extremely careless and running into the same traps lol). I'm not sure if the lever is supposed to suck away so much light or if it's part of the bugs, but I lose like a quarter off pulling it.
Other than that last part its very interesting and I see potential in this type of gameplay!
Thanks a lot for playing! Really happy you found it unique. 😄 I totally get what you mean about running out of light...the traps can be tricky if you rush it. The lever is supposed to cost some glow, but yeah, it might be taking a little too much right now. I’ll definitely look into balancing that.
We really appreciate the feedback, it means a lot! 😄 We’d love for you to give the updated version a try; we’re definitely looking to develop this concept further and every bit of feedback helps us make it better.
Just a quick note: there are a few bugs in this version that I’ll be fixing soon. Appreciate your patience and feedback!
Edit: The major bugs have been fixed!