The Last Flower by Unimaginable_Code_Studios
You are a sword throwing Knight. You have to protect and save the last flower on earth
Ratings
| Overall | 1882th | 3.203⭐ | 103🧑⚖️ |
| Fun | 1518th | 3.178⭐ | 103🧑⚖️ |
| Innovation | 2166th | 2.74⭐ | 102🧑⚖️ |
| Theme | 2209th | 3.02⭐ | 102🧑⚖️ |
| Given | 45🗳️ | 34🗨️ |
I like the resemblance to Ghouls n' Ghosts; a knight throwing weapons and double jump! One of my all time favourites ^^
I had to skip level 3 because it was really hard! I played through all the other levels though.
A really cool entry
Some criticisms tho, the movement felt really floaty sometime. You can try to adjust the gravity scale, and mass to make player jump more fluid. Also, in the last level, you can go backward and jump off the map :)
I also quite enjoyed the selection of music and the clean vector-y art style.
As other have pointed out there could be some improvements on the controler and maybe as well concencrning the interaction with semisolids (if you jump into them, rather than onto them you are in a n odd stuck mode from which you can then jump up and onto them, so there is no harm done, but it feels a little janky).
It's also great to have young people participate in these kind of events and show of impressive entries like this one (if you had asked me at 11 how to develope a video game I would have had no idea how any of it works). Cheers!
Nice work!
- the sound effects were a bit too loud, and the movement mid-air felt a bit sluggish, which is weird for a jump
good job on finishing the game!
Let's get the critisicms out of the way first:
- The Jump seems way to floaty for me. The character also doesn't jump as high as I'm used to from other many games. I recommend trying higher gravity and higher jumping impulse force.
- Why do the portals auto-destroy themselves? The best strategy sometimes seemed to just camp and kill enemies until all portals destroyed themelves.
- In the third level, maybe the ghosts would've been better behind you? It seems impossible not to get killed unless you already press the running button when the level loads. It's not very good style to have a place where you will 100% of the time get killed when you first encounter it. But I guess the fast restart fixes that a bit.
- Some of the collisions (especially for the sword) seem off. I sometimes have trouble shooting down ghosts that I am *sure* I hit, but they don't die.
Some details that I really liked:
- How the first level teaches you that, despite your small jumps, you can climb up multiple platforms by jumping through them by pressing Space multiple times.
- I liked how you shook it up a bit with the third level, where it's better to run than to stay and fight!
- ...and then in the fourth level, when it was more about hazards and jumping than beating enemies. Nice variety.
- I love that it's not about saving a princess or a kingdom, but a flower of all things. It's pretty cute.
- The black enemies huddling on each other in some areas.
The graphics and the audio are well chosen, and the levels are interesting. And you are really 11? My games *sucked* when I was your age. I'm looking forward to see what you'll do in the future. I'm sure it'll be great!
I think maybe the player controller could be improved by raising the gravity, the player feels a bit light right now.
Other than that, very good job! Well done!
The various levels introduced different things, which was cool. I tried different tactics, like camping or just going for it at top speed, and both worked on some levels. The last one was HARD but mainly because of the limited vision and also because the monsters' hit boxes are quite small (and your sword gets blocked by the platforms).
One final thing, I found the "press jump constantly to jump through platform" not so great - better to add a bit of height in the jump or design the levels differently so you can jump from one to another.
cheers
If you are looking for a community dedicated to unity game development then check out GameDevHQ, it has some great assets (as well as a discord channel with lots and lots of people helping each other dev games).
This is amazing for a first entry! Keep going :)
I see that most of bugs and quirks have already been pointed out, and you have a plan to fix them. I'll add another one: in level 4 the rotating spikes are either a little bit too high or have too big colliders. It's really easy to touch them while standing on a theoretically safe platform. Not sure if that was a conscious decision or an accident, but I guess it could use some fine-tuning.
Overeall it's a really great game, especially for a first-time entry. I enjoyed playing it. :)
Very clever and nice solution to allow the player pick the level. This allows to check out level design and see more game situations.

Sometimes the character falls through platforms and gets stuck in them, something wrong in collision detections I guess.
Keep it up!
You chose your color of the font poorly though. It really should be something dark on your light gray buttons. Right now it's very poorly readable (text on the buttons should also be somewhat bigger, by the way). And in the tutorial it's invisible on the background of a cloud - you have to jump around to be able to reed the tutorial text.
It is still buggy at places and could use some polish. The character gets stuck on the platform sometimes and placement of some spikes seems strange.
Also, would be good if you actually introduced to the player this last flower we are supposedly protecting. You write that in your description but there is nothing about that in the game. So, while playing the game itself, the theme of this Ludum Dare is not really visible at all.
The movement, although simple, is really nice because it lets you glide through the air really fast. You should design levels around this though or make them longer because the levels themselves are a bit short. Overall, a good first Ludum Dare entry!
Edit: also I agree with @fabula-rasa that the theme wasn't very clear. I think a good idea would be to add an ememy that takes away the flower you're carrying and you have to chase him for it back.
As others have mentioned, the UI was super super small for me (perhaps because I am on a dense monitor). Also, the platforming felt a bit slidey and unpredictable (I wasn't sure exactly why he would go at certain heights or not) which caused me to die a few times.
Keep it up! I started making video games at 11 and now I'm 34 and have been doing it professionally for 12 years. If you don't stop you'll just get better and better.
:spy:
- The jumping was a little difficult to control
- The collision box of the monsters, specially ghosts, are too small. It makes a bit tricky and unintuitive to kill them.
- As mentioned above, the camera made it hard to go to higher grounds: part of the reason I gave up on the last level was because I kept landing on obstacles that killed me - all because I couldn't aim my fall because of the lack of sight
- This is just a detail, but the particles had a foggy outline that didn't quite match with the overall game style with well defined borders
- As also mentioned above, I missed visual feedback for things like dying
- The UI looks very small, the contrast isn't comfortable for the eyes
- The text in the tutorial and storyline could've been either a) inside a box or b) broken down into smaller chunks. That's because the blocks of text were too large and, again, the yellow of the text didn't give it enough contrast, making it uncomfortable to read
:thumbsup: :smile: :sparkles:
- I really liked that in the tutorial area you can test the controls
- I actually love that you have a tutorial at all... I think it rly makes a difference!
- You made whole 6 levels that have variation and kind of escalate in difficulty
- The concept of a knight saving a flower is just so freaking cute
- The choice of the art was super on point
- Really incredible and astounishing that you made this while being only 11! Really amazing work. Keep up with it, would love to see more of your work in the next jams!
The last level was not easy, but I managed to win haha :P Keep making games and participating in game jam, you are talented !

I liked the game, however you should add extra lives to the character and maybe fewer random enemies. It would also have served to add enemies in waves.
- Adding a tutorial was a nice thought but I found it useless. The text was incredibly difficult to read against the background and the room that housed it served no more purpose than to include the text. You may as well have just made a page with text on it.
- The spelling/grammatical errors were pretty glaring but I won't knock you too much on that since it didn't really have much of an impact on gameplay.
- The particle effects are... obnoxious, at best. Good on you for knowing to include some sort of visual feedback for an enemy death, but the particles are big, clash against the style of your game, and all in all detract from it.
- Each level where you suddenly get swarmed by enemies out of nowhere is a little ridiculous. There's very little you can do about them without first dying ten times to figure out you just have to spam knives at them. And the fact that they just appear out of thin air during the level is also just ridiculous. There's no warning and an enemy has spawned on top of me!
- Plenty of people have already said something about this but the platforming engine is very poorly executed and it makes the game much more difficult to play. I frequently get stuck inside platforms jumping over and over again to try and get over them.
- The movement of the player is pretty uncontrollable and it makes it very difficult to try and dodge enemies and navigate levels. It often felt like I had no other choice than to let myself die because I couldn't jump high enough.
Your game was just... bad all around. The level design wasn't terrible, though, besides the random spawning enemies. Don't let this discourage you, though; keep working at it!
did not find anything new or interesting.
I like the visuals but they don't make a lot of sense. they need a unified atmosphere. gun blazing enemies with knives didn't help either.
good thing you kept your scope in check. great for a first game jam. its really hard to finish anything in a jam. so good job on that one!
Eu ainda estou jogando.
Perhaps it would be interesting to add the character's death if he falls from a certain height in relation to the y-axis, so that he doesn't keep falling like that forever.
I'm still playing.

I finally completed all levels.

1 - Mecânicas, Aprendizado e Fluxo:
O jogo parte do pressuposto que você é um tipo de guerreiro gentil, que se dispõe a salvar a última flor.
Primeiramente, parabéns por ter conseguido concluir seu jogo e por ter pedido dicas em relação à programação e à produção de jogos.
Sobre a primeira imagem que eu coloquei, quero ressaltar que é possível colocar em código que a partir de determinada altura (caindo) é possível definir que o personagem morrerá (evitando o bug mais estranho que eu notei).
Ao adicionar força ao personagem, seria interessante implementar uma variável que verifica se ele já pulou antes, isso impedirá de dar múltiplos pulos e de sair voando muito alto por apertar várias vezes para pular.
Isso tudo desemboca em uma nova complicação de programar o pulo, mas é algo que passará a funcionar melhor/adequadamente.
A câmera ser muito baixa na cena, acaba não combinando com atirar espadas, pois ao mirar para baixo, a gente pode acabar saindo da tela de jogo (se for no navegador).
Aprender a jogar não foi muito difícil, mas há mecânicas que precisam ser polidas, pois deixa o jogo um pouco difícil (não de uma forma confortável).
O fluxo de jogo precisa de algum balanceamento, em alguns estágios você praticamente começa destinado a morrer (quase não passei daquele estágio que exige que a gente saia correndo.
De qualquer forma, novamente, parabéns. Ainda é um jogo com começo, meio e fim. Com diversos estágios. Com condições de vitória e derrota muito claras.
2 - Gráficos, Áudio e Narrativa:
Vi que optou por não ser avaliado pela arte gráfica e pelo áudio, suponho que não sejam autorais. Então não há muito o que falar sobre a qualidade deles.
Sobre a arte gráfica, diria que (em caso de continuidade do projeto) poderia fazer menus mais bonitos com a cara do jogo.
A música, em termos de programação, pode ser melhor colocada, para ambientar de forma mais confortável, mexendo apenas no volume, em vez de recomeçar sempre a cada vez que se joga.
Os efeitos sonoros estão com o volume um pouco alto no meu ponto de vista (acabam tomando um pouco o espaço da trilha sonora e se tornando repetitivos).
Outra dica é fazer vários efeitos para a mesma ocorrência. No final das contas, terá de sortear entre os efeitos existentes a cada vez (por exemplo ter cinco diferentes barulhos de queda, para quando tocar o chão).
3 - Cultura:
O jogo é um plataforma, com desafio a nível de projeto de nível e confronto de unidades inimigas.
A ação parece ser o forte do jogo. Creio que valha a pena investir em diferentes inteligências para novas unidades inimigas (em caso de continuidade do projeto).
4 - Monetização:
Creio que o jogo tenha muito caminho pela frente antes de pensar em monetização, entretanto, uma versão polida e estendida do jogo, com as devidas correções e arte autoral, poderia vender em stores como itch.io.
1 - Mechanics, Learning and Flow:
The game assumes that you are a kind of gentle warrior, willing to save the last flower.
First of all, congratulations on being able to complete your game and for asking for tips regarding programming and game production.
About the first image that I put, I want to emphasize that it is possible to put in code that after a certain height (falling) it is possible to define that the character will die (avoiding the strangest bug that I noticed).
When adding strength to the character, it would be interesting to implement a variable that checks if he has jumped before, this will prevent him from making multiple jumps and flying too high by pressing several times to jump.
This all leads to a new complication of programming the jump, but it is something that will work better / properly.
The camera is very low in the scene, it doesn’t match shooting swords, because when aiming downwards, we can end up leaving the game screen (if it is in the browser).
Learning to play was not very difficult, but there are mechanics that need to be polished, as it makes the game a little difficult (not in a comfortable way).
The game flow needs some balancing, in some stages you practically start destined to die (I barely got past that stage that requires us to run away.
Anyway, again, congratulations. It is still a game with a beginning, middle and end. With several stages. With very clear victory and defeat conditions.
2 - Graphics, Audio and Narrative:
I saw that you chose not to be evaluated by graphic art and audio, I suppose they are not copyrighted. So there is not much to talk about their quality.
About graphic art, I would say that (in case of continuity of the project) I could make more beautiful menus with the game's face.
The music, in terms of programming, can be better placed, to acclimatize more comfortably, changing only the volume, instead of always starting again each time you play.
The sound effects are a little loud in my point of view (they end up taking up a bit of the soundtrack space and becoming repetitive).
Another tip is to do several effects for the same occurrence. At the end of the day, you will have to draw among the existing effects each time (for example, having five different falling noises, for when you touch the floor).
3 - Culture:
The game is a platform, with level design challenge and confrontation of enemy units.
The action seems to be the forte of the game. I believe that it is worth investing in different intelligences for new enemy units (in case of project continuity).
4 - Monetization:
I believe that the game has a long way to go before thinking about monetization, however, a polished and extended version of the game, with due corrections and authorial art, could sell in stores like itch.io.