The Last Party has a fantastic hook. Defending a medieval celebration while guests keep dancing in the background is immediately charming, and the loop is easy to understand: clear waves, visit the upgrade vendor, level up, push to wave 10, celebrate. I liked the atmosphere a lot — torches, low-poly crowd, arena layout, and the sense that the party is still trying to happen while monsters pour in.
What worked for me:
- Clear Ten / Celebrate / Level Up fantasy
- Upgrade choices (attack damage / health) that meaningfully change later waves
- Strong mood and visual identity for a jam build
- Completing the run and seeing the Craftpix birthday victory screen felt rewarding
Suggestions from my playthrough:
- Fix Unity web mouse lock / focus issues; they repeatedly interrupted combat.
- Improve melee range/hurtbox fairness. Right now many enemies force a trade, so the best plan becomes lure/exploit geometry instead of front fighting.
- Add a dodge/roll or brief i-frames so close combat feels intentional.
- Make chests/interact prompts actually usable (E often did nothing).
- Check enemy spawn/stuck cases (poles, offsets, timeout deaths) and stair pathing.
- Consider a ranged option or wider sword arc for later waves with mixed melee/ranged threats.
- Add screenshots + tags on the itch page so voters see the 3D arena before clicking.
Even with the web-build friction, I had fun figuring out a strategy and finishing all 10 waves. Polish the combat feel and this party defense fantasy will shine. Great work, SirDwaynicus!