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A jam submission

The Final StandView game page

Hold the line with honor.
Submitted by ProYd — 2 minutes, 57 seconds before the deadline
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The Final Stand's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#13.9263.926
Score Chasing#23.5933.593
Overall#33.6893.689
Originality#63.7043.704
Theme#73.3703.370
Presentation#73.8523.852

Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • A really solid entry, congratulations! I particularly love the art style and simple controls, and the scoring system is incredibly satisfying. It's well-polished and satisfying to play, though the theme implementation was a little bit basic.
  • This was a great pixelated take on the last stand, tower defence kind of game. I loved even the subtleties, like how the camera had some extra pan based on the mouse position. I think the theme was great; I was tempted to score chase for sure, it was fun, etc. Good job!

How does your game relate to the theme?
one shot-many kills, high score chasing

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Comments

Viewing comments 23 to 4 of 23 · Next page · Last page
Submitted

Really fun to one-shot lines of enemies. I like how you can't target the catapults. My only problem is that the run button is the same as the shoot button so I'd run on accident a lot then be out of position.

Submitted

Great game. Loved the artwork and the music. Reminded me of games like contra and super mario.

Submitted

Awesome entry! Unique, polished, fun, and challenging.

I like the unique properties of different enemies like the catapult and armored knights changing the way you approach combat.

The only thing that could make the game better would be some special attacks or speed boosts that you could earn by getting long kill chains. I think you should really lean into the combo system and reward players for consistently getting long combo chains.

Submitted

I loved it ! Gameplay is simple but can be super tricky to score well, it feels great to move around to get good shots.
Art direction is amazing aswell, so is the juice. Good job !

Developer

It's good to hear that you appreciated my game like that! Thanks a lot!

Submitted

This was a quiet fun to play. Feels life this can make for a good mobile game. Maybe you should try making a version for that. I sometimes came across a bug where catapults became invincible but it was actually great. Good luck.

Developer (1 edit)

Thanks for your kind comment. The controls should be straight forward on mobile indeed.

You cannot aim a catapult, did you notice? You can only pierce through catapults by aiming an enemy behind them. This is what makes this enemy interesting in term of game-play.

Submitted

Loved playing this game. It is  well thought out and music is great. I really liked the game mechanics.

Developer (1 edit)

I'm glad to hear that, thanks a lot!

Submitted

Simple yet fun. The choice of clicking on enemy to attack/move through is a very good game design imo and makes the attacking much more fun than if you had traditional attacking input.
The game keeps the player on their toes but I do wish there was slightly more variety in terms of giving player the advantage, it does get repetitive after a while :/ However, putting that aside, the core mechanic is really well done & polished. 

Developer(+1)

Thanks for your feedback! More entertaining and diversified game-play could come in future updates, but I could not made it in the jam period.

Submitted

Really nice , i think adding like tornado spin like valkyrie in clash of clan would be really satisfying when killing enemies ! But for the overall work GG !

Developer

Thanks!

I thought about implementing  some melee attacks, but I wanted to make sure it fit the theme by having only shoot-based attack. I may introduce melee attack in future update ;)

Submitted(+1)

Good game! Very fun, and rewarding to chase high scores. My only complaint is that the camera movement makes clicking on enemies a bit tricky, but with practice it wasn't too bad. Great music and art.

Developer

Thank you! Implementing good camera with intuitive and minimalist control was my own challenge when developing the game. It is nice to hear it isn't too bad ^^

Developer

Well done for the first rank on the leader-board!

Submitted(+1)

So Cute! Very challenging

Developer

Thanks!

Submitted

Took me a couple of tries but I was able to beat the game.
That was a really addicting game.
Everything felt soo smooth and killing enemies was very satisfying.
The starting was a bit rough but once you get used to the controls, it becomes more enjoyable.
Great game.

Developer

Congratz for beating the game :)

Submitted

You are a one man army killing legions approaching the castle which you are trying to protect using one spear to one-shot enemies. The gameplay is fun and the controls are easy. Furthermore, the game juices is good and I like  pixel artstyle. I understand the fact the game gets harder as the game progresses. However, the game becomes too overwhelming as tons of enemies swarming through the castle.

Overall, the game is quite addicting and fun to play.

Developer(+1)

Thanks for your feedback! I'm glad you liked the game.

Balancing the difficulty was challenging. I think that making the higher difficulty at the end makes the score chasing be more interesting. With some practice, you will be able to go further in the game, it's a matter of killing efficiency: you should try to kill the enemies before they reach the castle (and lose their formation pattern).

Submitted(+1)

I absolutely loved this game! The mechanics are really solid, and I totally recommend continuing development and releasing it on Steam, for real.

Developer

Thanks a lot, very much appreciated <3

Submitted(+1)

Wow, extremely fun. The movement and controls are so crisp it made this extremely fun to play and easy to pick up with the amount of juice behind all of the combo attacks. I only managed to pull a high score of nearly 14k, but it was extremely satisfying bouncing all over the screen jump attacking everything.

Loved it!

Developer

Thanks :)

Submitted

This was pretty satisfying to play through - especially with the twist of the catapults not being able to be clicked. Was hoping for more enemy variants that had to be attacked certain ways - maybe explosive barrels, or some mechanic that has us go into our base and attack from it in a certain way. 

Good stuff, my dude!

Developer

The explosive enemies are a great idea! I'll keep it in mind. Thanks for playing :)

Submitted

Very fun! Love the combo system. Only complaint is miss clicking moves your character. Would like to try it with WASD controls for movement. Great Game!

Developer

Thanks for playing! I thought about moving with WASD, and also about binding left/right clicks to (resp.) move/attack. But I chose to have minimalist input control (only left click) for this jam. It is quite a big constraint but it was interesting to explore such kind of control, and it make something original.

I may continue this project, the inputs are definitely a point I could work further on.

Submitted

I'm proud to be able to claim the second highest score at the moment - second only to the developer haha

There's lots of things I really liked about this game:

  • Soundtrack: intro music was very nice, and the combat music fit the tone perfectly
  • Art style: it was simple but effective
  • The visual feedback on getting kills/increasing my combo multiplier was definitely dopamine inducing
  • I like the simplicity of the design - you built around 2 mechanics, and created enemy types that fit well with those mechanics e.g.ballista - the player needs to reposition to be able to kill that enemy (fits well with the mechanic of being able to reposition to where you threw your spear)

As far as feedback goes:

  • The biggest thing that got in the way of the fun for me was not being able to move the camera independent of where you are aiming/not being able to move your character independent of the camera. This may have been an intentional design choice, but I think the game would have benefitted from being able to move the player or the camera with wasd - I felt like I was wrestling with the camera to try and get it to where I wanted at times.
  • I think the blood particles linger a little too long and are a bit too large
  • I think it would have been fun to be able to stack your combo multiplier a bit higher - I think this could potentially push the skill ceiling a bit higher
  • I was able to beat the game on my second attempt, and played 1 more time to see if I could improve my score. However, I don't feel a strong pull to try and improve my score further. I think if the game had a little bit more depth/skill to it, I could see myself playing it over and over again. What that depth/skill component would be, I'm not sure, but just something to keep in mind if you plan on working on this game further!

Overall I really enjoyed playing this game, it was well scoped for the jam, and you did a great job executing! Awesome job!

Developer(+1)

You beat the game, that's awesome! I was worried nobody would go that far. At this point, score chasing is mainly about killing enemies faster (and abusing blink attack to move quickly).

Thanks for your detailed feedback! I understand and agree with most of your points.

I really wanted to have minimalist input (for the arcade genre / to make it easy to learn), and therefore, implementing a good camera was challenging, but I perfectly understand your point.

Submitted

Great concept. Continue the project

Developer

I may continue the project, I had many ideas of improvement that I didn't have the time to implement. Thanks for playing :)

Submitted

I think you've captured the feeling of a last stand really well, and the scoring mechanism also encourages score chasing. Well done!

Developer

Thanks!

Submitted

Super Cool! Needed a LOT more visual feedback, and game juices for that matter, while those are just suggestions there are actual things i would like to address :

  • A bit hard to grasp how long do i need to hold for a blink step, maybe a tiny progress bar that pops onto the cursor when you started holding it.
  • If feedback above is a bit hard to accomplish, you can also just reduce the time needed to hold for blink, as clicking to attack by itself is already different enough that you dont need to hold for blink that length anyways
  • Add audio cue whenever you hover on an enemy cuz its very hard to distinguish ground or enemy even with the reticle, sometimes it messes up my positioning since i would accidentally move instead of actually locking in.
  • Player is not too visible in crowds of enemies a bit hard to pinpoint, maybe a faint outline or smth idk, do what you feel like would work, as long as the player doesnt blend in too much.

Amazing game anyways, great work!

Developer

Thanks for the feedback! I agree with all your points, I had them in mind when developing the game, but I didn't have the time to work on them.

Viewing comments 23 to 4 of 23 · Next page · Last page