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Last Stand's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #75 | 3.588 | 3.588 |
Sound | #176 | 3.324 | 3.324 |
Theme | #254 | 3.618 | 3.618 |
Overall | #290 | 3.382 | 3.382 |
Aesthetics | #292 | 3.559 | 3.559 |
Fun | #295 | 3.324 | 3.324 |
Mechanics | #314 | 3.118 | 3.118 |
Music | #348 | 3.147 | 3.147 |
Ranked from 34 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?
One
Did you use any existing assets? If so, list them below.
Low Poly FPS Free sample Pack, Advanced Locomotion System, FourEvilDragonsPBR, various sounds and effects from Unreal templates.
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Comments
Damn, I like that you got a whole action sequence going on here. Definitely feels a bit ambitious, but hey, you made it work even if it’s rough around the edges. Good job!
It is impressive that you did the whole game alone in this short time, Great work!
The cutscene with the slow-mo truck getting launched through the air is super effective and awesome! Really like the setup overall, lots of good polish and satisfying shooting mechanics!
The priest AI (and human AI in general) got hung up on walking in circles, which is unfortunate, but overall the work and presentation here is impressive! Well done!
Thanks so much. Really happy you enjoyed it. Will be using this project to practice and master AI. Maybe not master but at least efficient. hahaha.
Nice work with the cutscenes !
Very Cool! Loved the mechanics, cute low poly characters and objective briefing in the beginning. Really liked how the entry of the dragon where it tumbles the truck, and the sound effect of footsteps that you can hear before it does that. The character controller is super responsive and the camera shake when you run is very nice addition. I had a lot of fun playing this one. Awesome Job!
Thank you so much for playing. So happy you enjoyed it. :)
Oh boy this was done really well. The priest annoyed me because he kept getting stuck and didn't want to move to the extraction point. The camera work and visuals are really superb!
This was a fun and well thought out gameplay experience. The level is very large and interesting. I couldn't figure out where the rooftop of the county office was - I think I needed a hint or a waypoint marker! Great submission to the jam!
Thanks so much for playing. I should have made it a bit more obvious but its to right behind you when you spawn in the game. The intro video shows the building with a tower on it and the next shot is the button on the tower. Will be looking at ways to improve the player feedback. Thank you. :)
Cool sequence of events! I liked the progression and being able to nuke it's ass in the end. The cutscenes and voice acting in between were also well done.
Thanks so much for playing. So glad you were able to get to the end and even happier you enjoyed, thanks you.
So it started off great, quirky funny South-Park atmosphere and chaos.
Great implementation and feel for the theme!
In about 70% of my tries the priest would get stuck outside the church and just stutter in place. I tried pressing E on him but nothing would happen and the monster also wouldn't continue forward after flipping the truck.
the style and idea are funny and fun in general but I stumbled upon many cases that made the game feel unplayable :(
I suggest tweaking the exposure settings, it felt very dark when changing point of view from a lit to a darker environment.
Thanks so much for playing. I still have a lot to learn about ai, this jam has proven that lol. Great tip for the exposure, really appreciate, will definitely add that when the jam is over, along with a better AI system.
Very well thought out concept, was left confused a few times since the Gun store wasn't visible from the spawn point so I found myself lost at the start, and when i did find him, the game made me instantly want the other guns in the store. After getting to the church the priest refused to leave the doorway of the church, walking in circles instead, leading to me killing the monster with bullets without anyone dying and without completing any objectives in the in the mission.
Thanks so much for playing. The AI is buggy. I did fix it that you could beat the monster with bullets. I actually wanted to add that as an achievement. If you shoot a certain amount of barrels you unlock grenades. That would been another achievement Grenade kill hahaha. Thank you for the feedback. Really appreciate it.
Very well realised location, cinematics and gameplay.
My first two playthroughs though, the same thing happened - the priest got stuck directly outside the church against some debris and just stood spinning. So he got killed pretty quickly.
Other than that, tremendous effort has gone into this and it shows.
Well done.
Thanks so much for playing. Yeah, the AI really messed me around. Will teach me to be lazy, I used simple AI move to, which I think wasn't the best option. But I'm planning on using this project to practice developing the AI with behavior trees and bring the whole town to life with dialogue. Lots of learning to do hahaha.
The size and detail of the town's design was super impressive given the time limit! The sound design was really solid too, with satisfying gunfire and monster sounds. In my experience the NPC pathfinding was pretty buggy, they tended to twitch around a lot after I rescued them like they were repeatedly trying and failing to find a clear path to the extraction zone. It might be worth checking your navmesh to see if any objects are obstructing it. And for low objects like the fallen parking meter in front of the convenience store, make sure the "Character Can Step Up" box is checked in the blueprint. But overall the game was really well put together and a strong submission! Great work on the voice acting, the gruff soldier voice reminded me of Call of Duty 3 lol
Thanks so much for playing. Yeah, the Ai really bugs out sometimes. After the jam I plan on redoing the AI and instead of just move to I'm gonna implement a behavior trees and also have them walk around the town. Want to practice bringing the whole town to life with AI.
I've tried to learn to use behavior trees before, but it never really clicked for me until I finally used one for this jam. I feel like I've levelled up as a dev now, they're so insanely powerful. Can't wait to see what the game looks like with NPCs all roaming around the town!
It gave me a bunch of errors i didn't think it would load. It eventually loaded and I thought it was amazing. I loved the enemy and how he chases down the street. Took me forever to find the gun store though
Saw a screenshot while this was still in development, and I was excited to finally try it out!
Looks great, feels nice to control, a pretty good job overall!
Got him, yeh :)
Good fun game, felt good to win.
Thanks so much for playing and even happier you got him :P
A bit buggy but nonetheless a good idea, also, it put my GPU to 100% usage not sure why, but if i had to guess it'd be the lighting system and shadows which are pobably realtime. My GPU is a 3060ti.
One of the times, I've lost because the priest didn't make it, but he kind of just disappeared after exiting the church.
Nonetheless a cool idea for a game, just needs some bugfixing, and maybe a bit of optimization :) Unreal Engine is a very powerful tool, but very power-hungry.
I hope this helps, cheers :D
Edit: are you guys having some issues specially if attaching a image or screenshots?
Thanks so much for playing. I am gonna have to take a look into performance. Haven't really spent a lot of time. I have RX570 so it totally confuses me. hahaha
It does help for sure. I'm thinking it might be something else actually but still system related. The AI bug is consistent but I'm getting different feedback on performance.
My honest guess it's my code. hahaha
I've tried 10 times to attach a image and some references to it but itchio kept bugging, but basically i don't think it has to do with the code, but the engine's/scene's lighting and shadow settings.
For a game like this you could turn down the resolution of shadowmaps and still achieve a nice effect with some performance boost, but i'm not a UE dev so i can't guide you for that, sorry.
Also, since you have a lot of static stuff in the scene, maybe you could use mixed shadows instead of fully real time illumination, so you'd bake the lighting for all objects that are meant to stay in place, but still have real light illumination and shadows of moving objects affect them.
Another setting that comes to mind is the amount of light bounces, and toning that down can greatly improve performance. But as mentioned, I'd be best if you can find some tutorial or someone to guide you about how to achieve that in UE, since i've no clue where even the settings are.
And last but not least, in case UE has a equivalent to this in Unity, Unity has a checkbox in the gameobject properties that allows you to mark them as static. Any object in which I enable that for, will be skipped by the physics engine, also helping with performance. You may want to look into this as well, just in case it has such an option.
I hope it helps, cheers :)
That definitely helps.
Unity and Unreal are different engines but there are certian fundamental things/tools/systems, that are you could say the base templates for any engine.
I just have to find the equivalent of what your are talking about in unreal. The static objects for example we have on the lights, static, moveable etc.
I really do appreciate the feedback, These are the kind of things I still need to delve into and learn and your feedback helps me know where to look. :)
You're welcome, i understand that because i've had a similar issue, and sometimes knowing the keyword even if from a different tool leads you to find the correct one for yours :D
Nice one. Yeah, the priest stayed put the first time and died, but he went off to where he was supposed to the second time. I completely understand, I have had (and still having :-P) the same issues... I liked the fluid movement when running.
Thanks so much for playing. Yeah, AI is a hassle sometimes. I playtested so many time and not once did he ever give issues. And then suddenly. hahaha.
Ran in to a lot of bugs but I see the potential, I played it on my youtube and gave my feedback if you want to check it out you can here. Nice job.
So funny story... I don't know how, but I was looking at your '22 submission... the whole time I was thinking. I've played this game! Turns out... it's because I had played that game 2 years ago. Figured out my confusion, and then got to the actual submission. What's so cool is to then play this game and see how far you've come in 2 years. This game is amazing for a game jam. The cut scenes are great as well as the whole set up of the town. The action is fun and the mechanics are well done.