ABOUT

An improved version of the game originally created for the Mini Jam 122 "Intermission".

The last wall is a risk/reward based 2D medieval fantasy side scroller archery tower defense shoot them up incremental survival hardcore hypercasual pixel art action RPG with ressource managment, free microtransactions, forest, skill forest and minions, a ton of minions.

CONTROLS

-WASD/ZQSD/ARROWS to AIM

-Press P or Esc for PAUSE

TRIVIA

THE LAST WALL won't exist without the RTS game series : Stronghold.

Let me explain : I based the core game design around a promotional Stronghold PC minigame named "Castle Attack" which came out in 2001 on various demo CDs around the world and on the proto internet I guess. 

Then the young Alambik and his brand new super computer (Win XP Pentium III) put his hands on one of these demo cd and this is what he played :


That was a super fun and original game, cause you could choose between building the tower and win quickly or ordering your man to be archer and defend the position but the tower will build slowly. And I was a huge fan of the Worms franchise at the time, so that was a blast.

Then 20 years later, the future me decide to give a tribute to this childhood memories although I never played any real Stronghold games.

Updated 26 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 4.8 out of 5 stars
(10 total ratings)
AuthorAlambik ⚗
GenreAction, Role Playing, Survival
Made withConstruct
Tags2D, Archery, Atmospheric, Medieval, Monsters, Pixel Art, Shoot 'Em Up
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse

Development log

Comments

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(+1)

Very cool game. I'm pretty sure it's inspired by the Stronghold 2 mini game. Made it until wave 50 which I guess can't be beat.

Oh, we have a true connoisseur here :) Take a closer look at the game description.

Wave 50 is it for me, oof

Oh come on, it's just like 1 thousand mob/seconds

(1 edit) (+1)

YOOOOOOO, I didn't know you made an update already! I was just wandering around checking the winners of past jams i joined and i noticed that urs was updated, so i decided to give it a go... i like the new upgrade system, the new upgrades, the knight, the new flying enemy, and the new terrains. 

i managed to easily beat the game (basically) after the 2nd try tho... sad there's still no boss but at least the flying enemies gave it more variety. great job improving the game after the jam! would love to see more from this fosho. kinda tricked me with those  question mark upgrades tho... xd

edit: oh yeah, also, i didn't rly like that the mouse was smoothly interpolated tho, that's all.

(1 edit)

Yeah I released an update few weeks after the jam to polish the game and expanding it, so I made the skill tree despite the fact I absolutely HATE UI design/programming, but that was an opportunity to learn and to practice (yeah the interpolated mouse is not the best idea, especially that it's frame rate dependent)

If you have reached the wave 50, we can say you beat the game, cause all the waves passing this cap are exactly the same.

Currently the waves system and the economy are a mess, made with 0 mathematics consideration. So I need to make a proper infinite dynamic wave system, both challenging and fun with a good difficulty curve. I want the player to loose at some point, cause for now there are nothing to counter the lvl max player's death machine, so yeah, we need an endgame, a score, an ending, something, I don't know.

The "???" is for the work in progress and for a mysterious 3rd character class :)  fun fact: you can actually "buy" the "???" for 9 999 999 coins.

Oh and I guess the camera shake is okay now, you didn't mention any earthquake :)

The difficulty curve was quite okay imo, just add a boss a battle every couple of waves and I think you should be set. Also the screen shake is alright now, nice work... But some new bugs arised:

- When there's too many audio playing at the same time, every sound just cuts off.

- Sometimes the enchanted arrows, when left for a while, bugs out and makes the arrows gravityless.

That's all really... Great work on the update!

Yeah I'm aware of the audio problems, it's very similar to the screen shake problem, a simple workaround is to limit the maximum number of sound playing simultaneously, especially the hurt sound, but that's a bit more complicated than the screen shake problem since I have to preserve a maximum the audio juiciness.

The arrows becoming gravity-less is intentional though, cause for the homing effect to work properly I have to "disable" the gravity,  but I can maybe somehow reactivate it or say : "it's normal, it's how magic arrows work".

(+1)

You should link your socials, or at least a discord server. I'm trying to become a better 3d artist, and because your game was surprisingly satisfying, I decided to use it for practice. What name have you been calling these mobs? I've been prefixing all my files with Soap_goblin_ lol

(+1)

Wow, I'm flattered, that's the first "fan art" someone make about my stuff. Did you used blender ? Or maybe Z brush or Sculptris ? The environment is really (really) awesome, but imo you should use less smoothing on the monster, and/or bevel the edges of the monsters before apply a smooth modifier (if you did that), to preserve the squared shape.

Yeah... even if I work mostly in 2D, I made 1 year of 3D modeling/animation during my studies : ) 

I don't know what to call them, except "minions" , but in the engine there are simply called : Monster1, monster2... etc but called them soap goblins is perfect !

There are made of simple blocky shape, I had to be quick and efficient during the jam. And their color is simply to make them more visible, to contrast with the background. 

I'm not really a social media person, i don't even know how discord work...

Keep practicing !

(1 edit)

The monster was all done in blender, sculpted then re-topologized. haha I struggled a lot deciding how smooth to make the goblin, it was hard imagining what you would imagine them to look like in 3d.

the environment only turned out so great because I was copying such an excellent base. I really appreciated All the colors you chose, and some of the simple techniques you used opened my eyes a little, like the illusion of "depth" by drawing some leaf splotches disconnected on the foremost treeline,  the godrays on foremost trees, and just the way you did the branches in general.

Thanks, I will, you too!

(1 edit) (+1)

That was a great update. Felt good getting all upgrades and becoming nearly invincible. Got to wave 80 before quitting.

(+1)

I hope the level one didn't sucks too much

(+1)

Great game.
The only downside I had while playing:
When you get a double shot or an additional archer, the arrows are hitting already dead enemies. They're kinda pushed into the air when dying and their hitboxes are consuming those arrows.

That's kinda frustrating when 4 arrows are only hitting one enemy.

other than that, nice work so far.

Thx for playing, yeah I already patch that in the current update i'm working on, and from now on, a single arrow will no longer be able to kill two enemies ,yeah thats was a "bug" too and you did'nt report it =) anyway the player will still be able to benefit those power but with 2 dedicated upgrades ; percing arrows and explosives arrows, for a very affordable price ... he he


Ouu, looks nice. Cool new upgrades!

I actually did think that it is intended that a single arrow can kill two enemies when they overlap.
Or at least I didn't think of it as a bug.

(+1)

It was a bug, but now... it's a feature :)

why is knight so expensive i made it to wave 40 and can't afford it.

Knights doesn't exists. I didn't had the time to finish them during the game jam.

they are coming in the next update, very soon... so stay tune !

(+1)

This is a pretty well made game for a game jam! It is very fun and enjoyed the gameplay. However, the most jarring problem would be the difficulty! I could mostly reach wave 5. its very hard to get the upgrades to survive when i have to think on using my money to pay taxes too! It is fun but I do agree that a rework of the difficulty curve could make this game more fun!

 
(+1)

thanks, I think the difficulty is not the problem, I even find the game way too easy.

When I watch your gameplay, the first thing I see is that you dont pay the first  2 taxes (the cheapest of all) and you spend all your money on non DPS upgrades...

I think the low price of certain upgrades force some player like you to spend there money on it, cause you want to buy something at all cost, and you dont save your money for powerfull upgrade. 

I think its a pure design problem not a difficulty problem, the things i can do to resolve it : nudge the player to buy a 2nd archer, damage upgrade and shot rate upgrade the sooner.

The game is only difficult if you make the bad choices, Its my job to force you to make the right ones.

Ah.. I did not think of it that way because on my first play through I always paid the taxes but then still lost wat wave 5 and tried seeing if not paying taxes would be more worth it!

Thanks for the tips and I'll try again and see if I can get futher!

(+1)

In case you're planning to update this game, would you mind adding an option to disable the screen shake? I wasn't able to further play the game because of it.

Oh yes I'm gonna solve this "earthquake" problem on the next update, don't worry.

(+1)

I loved the game idea as it made me remember a flash game, I used to play all the time where you had to pick between different archers at the beginning (ice, fire, electric) => arrows effects. I think it is awesome for the amount of time we all had to create a game that you made this very polished and quite challenging game. I arrived at wave 5 and lost after that. I think that the taxes grow too much especially when you don't get in off gold when you learn the basics of the game. With more tries I think I could bear with the very low fire rate and improve at the early game phase.

(1 edit) (+1)

Great Game...Hope you expand it even further.

Maybe have levels that end with bosses or make it a high-score type of game.

For the accuracy power up. I'd like to see an icon that moved on the ground to show exactly where my shot will land.

Thats some great ideas right here. I wanted to put a crosshair but i didn't think to incorporate it that way. 

By the way, what do you think of the actual difficulty, what wave have you reached ?

Made it up to LV 5. It does get hard fast, but I probably just need more practice. Note: There's a good game similar to yours on this site called (Axeplode: Axtreme Edition)

Ok thanks for your feedback, I will check this out.