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Humanity's last stand's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Mechanics | #68 | 3.724 | 3.724 |
| Theme | #130 | 3.862 | 3.862 |
| Fun | #151 | 3.621 | 3.621 |
| Story | #159 | 3.172 | 3.172 |
| Overall | #173 | 3.621 | 3.621 |
| Music | #281 | 3.276 | 3.276 |
| Sound | #326 | 3.000 | 3.000 |
| Aesthetics | #391 | 3.345 | 3.345 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
2
Did you use any existing assets? If so, list them below.
no
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Comments
I really like this one! The swarm seemed like the best option for swarming the castle. A fun reversal of the tower defense genre
thanks, happy you liked it :)
Great job! I had fun with it. The only part I really struggled with was the UI. The UI scaled in a way that a lot of the UI elements overlapped (Title was over the text, money details was over the final part of the path so I couldn't see who made it through). I really liked the complexity of the UI though and the systems for hiring units.
Thanks :) Yeah, I struggle with webgl UIs, haven't figured that out yet.
I generally set my UI to the stretch/stretch setting for the race transform in Unity, and if there is text, I switch on auto font size, so this helps the UI scale to smaller or larger sizes. This does generally require some tweaking with the filter mode and compression of the sprite settings as well as the pixels per unit setting to ensure that it doesn't get pixelated when scaling to different sizes.
Had a lot of fun with this and really appreciated the artwork and music, I got sorta entranced by it :DD
Thank you for the kind words :)