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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!