Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Last LineView game page

Submission for SoloDevelopment 72-hour Jam #7
Submitted by elaeja — 12 hours, 14 minutes before the deadline
Add to collection

Play game

Last Line's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#63.6673.667
Gameplay#133.0833.083
Overall#153.1673.167
Theme interpretation#163.0003.000
Polish#212.9172.917

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Fun little game. Managing everything and keeping up with all the bits was really fun and engaging. I think this is a pretty accurate representation of what space combat will really be like lol

Submitted

I really liked the gameplay, good game

Submitted

Interesting concept

Submitted

Very simple, and simple fun ! Love it

Submitted

Is it balanced? No. In which way? I beat wave 99 first time playing, and I just skipped all of the instructions. Here are some things I learned throughout my journey:

  • When you get fire rate 22-25 (don't remember), you shoot instantly and the enemies die first try
  • Wave 24: The upgrades are instant
  • Wave 31: The waves are instant
  • Wave 79: I bought 999 max ammo yay (it's useless bcs of negative ammo or smth, so I have infinite ammo either way)
  • Wave 99: Never ends..


For some game feedback, since all you use is your mouse, why not rebind the fire extinguisher to right click? Then I don't have to use the keyboard at all? And the fire events just never happened for me after like wave 15 or something. My strategy (before I got instakill enemies on fire rate 23) was just hold the shield lever, and do anything else I needed. I really start to wonder how this game was at any point described as difficult, because I got through it WITHOUT THE INTRO INSTRUCTIONS. 

Liked the art, and as you said, you should've put more time into balancing it. But deadlines are difficult, and I had the same problem on my game. Good job. 

Developer

I appreciate the feedback. As I said, after like wave 10, I tested almost nothing. You actually used the same strategy I did when testing, put everything into fire rate and hold down shields always. I do agree with the fire extinguisher part. As I was working on the game, I had that exact same thought and I probably should have changed it, and I definitely would with a little bit more time. The fire would only spawn when your ship shields were <90% I think. The upgrades also were very primitively tested, even the XP gain. Heard some one say it was difficult and, as I said things weren't really tested past a certain point, so I really did not know. Either way, I really appreciate the detailed feedback! I would definitely change and balance a lot if I made it over again. 

Submitted

I think that the fire should get you away from holding shield down a lot. So why not make the fire spawn cooldown go down when you are holding the lever at max? Punish from just avoiding two whole mechanics. I also recommend using exponetial functions for upgrades that lower, like fire rate, so you never hit 0 or below (y=2^x). I still really liked every bit of polish put into the game, and for future jams I highly recommend giving some early builds to family or friends, and tell them minimal amount of information. And if you can, watch them play. You'll learn a lot, even from your own game!

Submitted

Simple gameplay but can get quite challenging at times, fun!

Submitted

Creative idea for a game, and i like the art style.