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A Story of Last Stands's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #114 | 4.033 | 4.033 |
Overall | #357 | 3.233 | 3.233 |
Sound | #395 | 2.800 | 2.800 |
Fun | #423 | 3.000 | 3.000 |
Mechanics | #476 | 2.767 | 2.767 |
Story | #510 | 2.200 | 2.200 |
Theme | #526 | 2.900 | 2.900 |
Music | #675 | 1.800 | 1.800 |
Ranked from 30 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?
1
Did you use any existing assets? If so, list them below.
I used 3D assets from https://kaylousberg.itch.io/, UI assets kenney.nl, and sounds from https://freesound.org. They are listed in the credits in game.
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Comments
Brutally difficult! I must say I would rather be eased into it a bit more, or have enemies telegraph their attacks much more pointedly. It felt a bit odd to have attack bound to my mouse click but the avatar didn't actually turn to face the direction of the mouse pointer. Small things overall but I feel compelled to say them although I think it's pretty clear you've got your fundamentals down as a developer, just needs some polish in some areas!
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Like the style! Well done <3
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Def a style I can get behind... well done on the submission :)
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Niiiice love this genre! Was a fun challenging time. Had a nice variety of enemies and strategy in each room, definitely difficult but I like that. Obviously great looking visuals that you put together, reminded me of Death's Door and especially Tunic (even with how you started the game) :)
My only polish to ask for is being able to dodge out of my attack, gives the player more urgency and makes the game a bit less frustrating. And maybe even more obvious start-ups of the enemy animations to help with your reactions, but maybe I'm old.
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In the first iteration of the prototype the player was able to cancel the attacks by dodging but I felt it made the game to easy so I disabled it, but maybe it was a mistake :D
In my two cents I think it feels better, then add difficulty in other areas instead (easier said than done).
I always make the mistake to make my jams "too difficult" myself and I also did this time.. which might be where this is coming from. Hey just my opinion, depens on what you're going for! Cheers
Congratulations, You died :') beautiful game, well done - the environment was amazing
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Congratulations, You died :') beautiful game, well done - the environment was amazing
nice game visuals and game play, sword animation and sfx was great, but my player fell off the ground
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That's a bug :P
Love the visuals! I had fun and I didn't mind the difficulty, the sword swinging felt a little stiff though. I also love the fact that the enemy projectiles hurt the other enemies!
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I agree, the combat needs work.
Liked the art style, could do with music. As others have said the combat is difficult and there is a delay in the attack and then animation for striking the enemy. Otherwise it looks great and could be fun.
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Very valid points.
I love the art style but the combat is difficult! :D Would have loved to see at least the health bars of the enemies so that I can be more hopeful that I'll kill it :D
All in all I had fun! This is definitly the type of game I would enjoy as final product :) Good job!
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Yes, the combat needs to be improved.
ok, I am too bad at dodging xD
:D just keep trying, you'll get it
This was a fun experience, I quite enjoyed it! It was really fun and the art style is quite cosy as well. It took a little of time to get used to the controls at first, but once I did it wasn't too hard. Except when there were a lot of enemies. Maybe blocking or being able to pick up life would be a good addition.
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The controls need some work and I did have a blocking ability but didn't manage to get it working well so I disabled it. I'll try to improve it add it again in a future update.
The aesthetics are really nice and I really appreciate the isometric graphics.
The AI of the enemies is very good, but the combat is a bit wierd.
Overall a good submission
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You are right, the combat needs some work :D
Last fight was tough - took me a little to get used to the lunge of the attack. I didn't like the combat system to begin with as the colliders felt a little unfair - think it mainly comes from when the attack test is done with regards to the animation - sometimes its before the sword has swung for the skeletons. But I found myself trying to master it and got decent at it enough to complete a hitless run.
You hit the Tunic and deaths door vibes great job
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I totally agree with you regarding the combat, I didn't manage to get it to feel as good as I wanted, but maybe in a future update it will be better.
Cool assets. I feel like you put them together well in a strong level design. Good mechanics too!
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The assets are the amazing work of kaylousberg.
I love the choice of assets! I used KayKit packs in my submission, "Golem's Bastion", and I used Kenny assets in previous projects. Good level design too, despite the bugs that let me fall through the floor. I also feel your pain with finding time to do difficulty balancing. lol.
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Their assets are pretty cool, always keep coming back to the for my prototypes :D
The Game looks really cool, but its a bit to hard for me:D I really like the look. Good work
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I realize now that I felt it wasn't too hard for me because I play tested it too much and got used to the controls.
Lesson learned :D
It looks really nice! It was a bit tough having so little health, though.
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Yes, I actually had a healing system in place but it felt very generic and made the game too easy so I disabled it, but maybe that was a mistake :D
It reminds me of Death's Door, really cool!
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Interesting mechanics and nice visuals, I really liked it! You might have something there.
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