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Last Line's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #6 | 3.667 | 3.667 |
Gameplay | #13 | 3.083 | 3.083 |
Overall | #15 | 3.167 | 3.167 |
Theme interpretation | #16 | 3.000 | 3.000 |
Polish | #21 | 2.917 | 2.917 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
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
I really liked the gameplay, good game
Interesting concept
Very simple, and simple fun ! Love it
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:
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.
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.
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!
Simple gameplay but can get quite challenging at times, fun!
Creative idea for a game, and i like the art style.