The Last Outpost by Joror
--------------------------- - The Harvester is Here. The World is Ending. - ---------------------------
----------------------- - Can you survive long enough to get out of there? - ---------------------
A Survival Manager / Tactics Game!
Check out https://joror.itch.io/the-last-outpost for Web-player and tips & tricks
Economy Tips
- Residents need houses! Put them in tents if you have to.
- Check out the buildings tab in the bottom right
- Food is Life
Combat Tips
- Residents heal up in houses
- Gang up on Monsters if you can
- Hover over buttons for hints and controls
- AWSD works!
Post-jam fixes/tweaks:
- Fixed building costs to make finishing game possible
- Added tutorial texts
- Added some error/failure feedback messages
- Fixed bug where you could spend resources you didn't have
- Toned down some harsh sound effects
Added some assignment indicators
Rebalanced monster waves
- Added right-click resident assignment
- Added resident assignment highlight
* > Download the 'jamversion' zip to get the original (jankier) experience! < *
| Improved version | https://joror.itch.io/the-last-outpost |
| Original jam version | https://joror.itch.io/the-last-outpost#download |
| Original URL | https://ldjam.com/events/ludum-dare/52/the-last-outpost |
Ratings
| Overall | 101th | 3.969⭐ | 34🧑⚖️ |
| Fun | 201th | 3.719⭐ | 34🧑⚖️ |
| Innovation | 237th | 3.561⭐ | 35🧑⚖️ |
| Theme | 575th | 3.439⭐ | 35🧑⚖️ |
| Humor | 540th | 2.534⭐ | 31🧑⚖️ |
| Mood | 35th | 4.234⭐ | 34🧑⚖️ |
| Given | 31🗳️ | 44🗨️ |

I didn't manage to have a successful run yet, but I'm impressed by the quality of the game and how you thought everything out.
Very solid, much respect!
This could have used a tutorial tho.
+ Once accidentally clicked on some stuff outside of the game and it redirected me to another website. When going back though it restarted at the point where i left. Awesome feature!
- Tutorial would be nice, esp about the fighting. The rest is easy to find out oneself but i got screwed a few times in the beginning. Also about the type of refugees which join.
- No fullscreen (or i was too dumb to see it^^)
You've done a fantastic job, definitely my favorite game in the jam thus-far.
I had forgotten a dog. Unforgivable, I know. The little rascal was hiding their pixels on those of the marketplace-table. It was fitting, I thought. The first ones I saved ... Well, I hoped. Better than this world anyway. Anyway, of the first ones I saved, just about half of them where dogs as well. The others, the first-comers.
I had hoped for some closure. There was the salving music, and the curt message that they where in a better place, and then ... 'continue?'. An interesting place to encounter a question mark, even though it is, indeed, a question. Like 'end?' I thought. Maybe.
I've always wanted to create a world where you evacuate, and dwindle, rather than grow, grow, expand, exterminate. Others have already done so. In fact, this is one of those, in a sense. Maybe there _would_ be a hard endgame, where you have to struggle to maintain your previously expanding empire, now hollowed out from the inside, rather than attacked from without (or as the case may be, in addition to).
So I persevered. Of course I was still slightly lazy. Rather than the strict 'you don't try to skip the arrival phase' I held to previously, I now found it more fitting to just skip as quickly to the end as I could. Assigning (consigning?) more and more of my wards to the uncertain Other.
There the dog went. There the turn went. The attack phase started. The _last_ attack phase. The Harvesters' minions, crept slowly to the temple, all the while destroying. (Perhaps I should have mad use of the fact that they all always seems to plan a path to the temple).
Eventually, they came upon the temple itself (for the second time -- or third, if you count the world I lost). The last time was last turn, when the orcs had still defended it, and, if the Other permits, lived to tell the tale. As I knew they would. A heroic last stand seems kind of like an orcs bread an butter, right? In a manner of speaking anyway.
Then, the temple of Alesh was no more. The monsters had overrun it. Just as well, my people save in the Other.
A turtle languidly sauntered towards the pile of monsters now in the middle. A true land of bones and ash now. But we had overcome.
And then, before I had time to wonder if I truly _had_ done the right thing, before I could remember that the instructions said to _wait_ instead...
... my browser crashed for the second time.
---
I ran into the maximum char length. I'll have to make a second post for the actual review.
The initial impression is very claustrophobic, which I think fits the overall mood of the game well. This seems a side-effect of how little you have in the early game (which is a good thing!)
Despite all the on-screen hints, I had some difficulties initially, but now that I have a clearer head, it all seems simple enough. It did feel a little overwhelming though. Each system in and of itself is simple, and when you know the ropes there are no truly _complicated_ matters to decide on, but that doesn't take a way a lot of the front-loadedness of this.
People that choose to play games like this won't have that much difficulty with that though, and this actually happens with a lot of your games. There is definitely also something to say for the joy of discovery!
I did really get into it, and was motivated to get at least some sort of ending (or one-and-a-half, as you can see in the story.) The economy is (mostly! I'll get to that) balanced enough to not only get you through the two hours(!) that this can take to play it, but it also _definitely_ has that 'one more turn' pull.
Though part of the reason it has that, is because the fact that you really need your first coin (just after the beginning) or your first _five_ arcane (roughly the middle, depending on luck). That part sort-of feels like waiting. The 'system' is up and running. Your villagers all handle the corners for the mobs (and are close-by enough that you can re-assign). That isn't really helped by how clunky the combat parts of the game are :sweat_smile: It must've been really hard to balance everything this well, but I wager combat was the last thing to either get done or receive polish.
Really well done. You kept to your strengths, and build something that looks a bit simple on the outside, but _is a completely playable, intricate game with multiple layers of strategic decisions, able to entertain for literal hours_.
Some smaller points:
- For food +- refers to the raw income, not how much is left in actuality in the next season. But for tools, they are -1'd with the number of forges you have.
- What do the adjectives (scaly, lonely furious) do? are they just flavor? (I found the differences between orcs/humans/dogs/shrooms to be flavorful, but they had little game impact.)
- 'Housing effects each season' lists happiness as hope ... how do those interact, if at all? Maybe hope plays more into the 'waiting' ending that's hinted at.
- Confirmation (that something happened) by moving is good, but won't work that well if they're at work and you assign them a home.
- One thing about combat: can't easily see what positions are already defended.
- Defenders are in the attackers column as well (at one point I was wondering why the horde coming for me looked suspiciously like my village...)
- The squid enemy has no description -- unless it's supposed to be ominous?
There lots of bits of half-finished unpolished systems in there, and you've noted most of them!
The official game end is indeed crafting the Gate. The 'continue' is there for what you did, to evacuate everyone. I didn't get to make an extra ending for saving all residents, alas - so your story is complete.
The economy being dependent on receiving one coin to get started was accidental, and I kept it when I found it. Sort of a 'your refugees are important!' message. Tho I probably should have guaranteed getting it somehow by season X.
Combat was indeed hard to balance, I think I only got one playthrough for balancing. My suspicion is that it is a bit too easy, but that should be ok for a LD game. (I would like a bit more escalation depending on wealth of the outpost perhaps)
On your smaller points:
- The food total should actually account for your residents eating, I prob have a bug there
- The adjectives are flavor! (tho I could do more with them)
- Hope as a stat for Residents was kind of a leftover of a previous idea. I was going to have global effects that attack hope, and enemies that do hope dmg instead of health dmg. Perhaps have Residents with zero hope refuse to work. In the end it is only a secondary health bar for bad housing atm.
- The moving visualization is a bit jank - lots of small bugs in it alas
- I had some ideas for better combat visualization (show all other protected places?) but didn't get to it
- Enemy with no description! That is a bug :frowning:
Always good to get your precise and detailed reviews :pray: May Alesh bless you.
I'd say it was fun to play though, but could present the player with more interesting choices (as it lacked a bit of depth). The end loop turned out to be a bit easy once you get there, not presenting too many interesting choices.
Artwork was reminiscent of the early FF games which I enjoyed, and I appreciated the thought going into the sound design.
Also discovered a bug! Markets would auto-assign a villager, which ended up giving me infinite money (as I didn't actually need a villager to be assigned to the market!)
Great work, keep it up!
Great entry with much polish, astonishing for 3 days! Liked the general gameplay once you got a hang of it. I didn't like the micro management of the warriors during the defending, because they only attacked what was riiiight next to them. Maybe if you could just move them around with right mouse button it would've been more pleasant.
The interface is absolutely tiny on my 4k screen, I have to lean in to read things and it's very uncomfortable, I couldn't stick with it, sorry.
I could tell there was a lot to the game based on how much the tutorial tried to cover, though for the sake of good pacing, it's better to explain one thing, have the player perform the action, then explain the next thing etc, otherwise it can be overwhelming for the player. (I realise that's much harder to fit into one weekend of development)
I really liked the aesthetics and overall mood, it felt very inspired and yet, familiar.