Last Stand by Diannara
The great goblin horde is coming. You sent the remainder of your group ahead to warn the villages and cities of their approach but stayed behind to defend the magic runes warding them from passing through the great gate.
You alone must stand against the coming horde and buy as much time as possible for those on the other side to prepare for the coming invasion. If the runes are destroyed or you fall in battle the goblin army will march beyond the gate into your homeland.
This will be your last stand...
- WSAD to move
- Space Bar to Jump
- Hold Left Shift to Sprint
- Hold Left Mouse to Attack
- Hold Right Mouse to Block (limited use / on a cooldown)
Notes: Sadly I didn't have time to really test and balance much. The game could also use a full pass on feel and polish. It's a bit bare bones with regards to features but the general premise is there. I hope you enjoy it!
Added 4/5/2022 - New UI to better indicate which towers are actively being attacked - Goblins have a small chance to drop a heart which restores a little bit of health when picked up - Bug fix for Game Over screen not being interactable if you were killed due to being out of bounds or if all three towers are destroyed (Thanks Geo3D!)
Added 4/8/2022 - Thank you all for the wonderful comments. I did want to give credit where credit is due. While all the code and some of the assets made were mine, I wanted to highlight the 3rd party assets I used (some free / some paid):
Character Controller:
Graphics:
Animations:
- Mixamo - Melee Axe Pack
- RPG Character Mecanim Animation Pack
- First person animations were made by me using UMotion Pro inside Unity
Audio:
Screenshots:



| Link | https://diannara.itch.io/ludum-dare-50 |
| Original URL | https://ldjam.com/events/ludum-dare/50/last-stand-3 |
Ratings
| Given | 0🗳️ | 0🗨️ |
I also like the way you deal with potential out of bounds problems. I don't think I've seen a death timer that way before, and it fits the story well.
One last thing: I'd really like a mouse-sensitivity setting. It was playable once used to it, but when playing Unity games I always have to turn that setting all the way down. (At least here its manageable enough, but I've had to stop rating games in the past as this made it just unplayable for me.)
Controls are a bit stiff but definitely playable.
Really liked the particle effects and theme, great job!
A minimap would've been a godsend in this game :D but it's awesome what you managed to get done in such short time.
For information, here is what I would like to see in it if you decide to update it again:
- a larger FOV on the camera ^^
- more Risk&Reward in the fight. So for example a quick move of the shield which allows to push back and stun the goblins, but which requires to be executed at the precise moment of the attack animation when the goblin makes his armed arm fall on us. If we succeed, it pushes back and it stuns (more reward than just blocking), if we miss we are not protected and we take all the damages (more risk than just blocking). Because the current system is rather easy to master and thus one misses quickly of more technical and so rewarding challenge.
- a little more context, lore... example: why not different endings depending on if you lasted long or not, for example "you lasted 1 minute, thanks to you 200 villagers had time to escape... if only you could have lasted 20 seconds more..." so it could make you want to play again to do 1min20 and have the text "you lasted 1min20, 300 villagers were able to escape, the king's children were able to be exfiltrated from the kingdom! If only you could have lasted 20 seconds more...", etc. (maybe it's not a good idea, it's up to you to judge it ^^)
Thanks again for this nice game ! :D