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A jam submission

The Last PagodaView game page

Defend the last pagoda from yokai that wish to take it's light.
Submitted by Jamborambowambowambo, keonafrancis — 5 minutes, 51 seconds before the deadline
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Play TheLastPagoda

The Last Pagoda's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#14.5334.533
Overall#93.4133.413
Theme integration#123.5333.533
Audio#153.0003.000
Innovation#182.9332.933
Fun#193.0673.067

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Visual is incredible, really like how the scenery and game looks. Felt a bit difficult after level 3 as there were too many enemies and there weren't enough coins gathered from the first 2 levels to get decent upgrades, but still nice to have the upgrades system nonetheless. Also suggesting to hold down mouse button to fire continuously instead of having to click once for 1 projectile to shoot out. Can be a great game after some balancing.

Submitted(+1)

great look and idea but balance needs a lot of work, even on the 2nd level I was having trouble keeping up, maybe if some of the early upgrades were cheaper

Developer

Thanks for the feedback! I'm in agreement, I think the first nights are the pain point of balance, it seems to balance out when a run gets going but if the player falls behind on gold early or needs to light lanterns instead of upgrade, its really tough to get back to surviving

Submitted(+2)

Cool game! I love the art style it looks incredible. The gameplay is fun and I like the combo system and shooting the different colored enemies.

To answer the specific questions you asked about:

1. No I didn't find the game super difficult or frustrating, I made it to the end on my first try. The last level was pretty hectic but I don't think I ever got hurt.

2. I think the direction you were going with the upgrades would be a good avenue for evolving the game. Aside from that more enemy types and stuff is always fun.

Developer

Thanks a lot for the feedback!

I'm glad you made it first try! I think the balancing has this problem whereby more hardcore gamers who are really familiar with mouse aiming and timing (fps, rhythm games, mobas) find it easy to beat, whereas many have found it too hard, especially getting through the first nights. It's an interesting problem to have a very wide range of people saying too easy too hard, but ultimately it's up to us as game devs to make that gap a lot smaller in ways that don't take away any fun or depth.

I'll be taking these thoughts into any future updates / more game jams I participate in, thanks again!

Developer(+1)

Thanks a lot everyone for your time in playing and reviewing the game! We're really happy with the kind feedback, especially our artist 😁

Can I ask any future reviewers for particular feedback:

  1. Did you find the game difficult or frustrating, did you make it to the end?
  2. How do you see it being evolved to make it more fun?
Submitted(+3)

I adore the artstyle! Its an interesting idea with great implementation also its a simple system that keeps you playing! I like the music and audio!

Great Work (keep it up)

Submitted(+1)

Simple game! I really like the detailed visuals, especially the drawing in the background! Its sad to see the game play itself being a simple loop, cuz the concept could be fleshed out to be quite fun!

Good job overall hehe, I like it

Developer(+1)

Thanks a lot for the review! The arts really nicely done I agree

How do you think we could make the gameplay more fun? We were thinking about having enemies be purple for a "dual click" to kill them, or enemies swaying about more with a little more variance in attack pattern, or different enemy types, or perhaps more interesting upgrades in the shop as a way to incentivise saving money for more impactful/fun upgrades. Did you have any thoughts on those or ideas of your own?Thanks again for playing!

Submitted(+1)

Personally here are a list of thoughts that I believe can improve the game:
1. The difficulty seems to ramp up really quick, even at the start, I wish it would be slower at least at the start(esp for beginners who dont know the controls)
2. i wish there are more upgrades in terms for the attacks themselves! (such as piercing, AOE attacks etc) This will make the player "active" part of the game more exciting!
3. Maybe throw in some randomness during the card selection! Though that requires more content implementation, so not so easy in a game jam setting...
4. The enemies seems like reskinning and pattern matching, which is nice, but the variation in mechanics seems quite singular. Maybe when you use the blue attack it will be quite a different mechanic compared to the red one? such as like slicing enemies instead of just shooting them
5. Adding more monks are quite fun!Though its quite sad that I cannot upgrade any of them individually

I have more, but I feel like I will flood this comment section! Overall, just try to add more "surprise" elements and features in the "active part" (the part where you "actively" fight the enemies hehe)

Developer(+1)

Thanks a ton for this detailed response!!
I think thats a really good shout to lower the initial difficulty - watching others play its clear night 2/3 was too soon to throw that many that fast, without having a solid grasp of the controls
More upgrades and randomness I absolutely agree, it'd add a lot of variance and more suprise to the shop phase. Changing up the mechanics per colour could be good too, it means you'd have to adapt stategically.


I think you nailed some good ideas, thanks once again!

Submitted(+3)

The visuals are amazing!

Submitted(+3)

Amazing art, and vibe. I love the back story and setting too. A real simple fun game! Good stuff

Submitted(+3)

Fun and simple, art is amazing

Submitted(+3)

I lovee the visuals and aesthetics of this game!