
Last Encounter is a twin-stick action roguelite in deep space following a group of heroes trying to prevent the unavoidable by cloning their ships and designing their weapons with swappable components.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Simplified Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[b][i]Last Encounter[/i] is a frustrating game because while I sometimes see a glimmer of something beautiful and crazy, it too often all gets bogged down with balance and other issues.[/b] I'll try to explain it in detail because I know the devs are actively addressing things brought up by the community. [i]Essentially, this rogue-ish twin-stick shooter is trying to be like [/i]Isaac[i] where you can get OP through a modified lottery system in that it rewards knowledge of the system.[/i] Sounds great. Okay, so the main mechanic is that your gun is composed of up to three modular parts. You may have something like a 1) laser that fires 2) machine gun style and has 3) homing ability. On paper this is a really neat idea, but in my time playing it all felt a bit underwhelming. I found that too often I was [i]more[/i] powerful with just a single laser than when I added mods on. And while I'm here, I should note that the machine gun is so horribly innacurate that it feels like a penalty. [b]The next issue is enemy difficulty.[/b] Most enemies are super standard and easy, but then there is one non-boss enemy that fires a bullet-hell pattern and is just impossible to not take damage from most of the time (the bullet waves are too intense and the dodge recharge time is too slow). It just feels unbalanced. There are also non-mobile laser shooting enemies that hit you from off-screen too many times for my comfort. [b]I find the health bar to be meaningless a majority of the time.[/b] Your shields regenerate, so that's really what you have to manage because when you do take damage, your health is basically gone and getting it back is rare/lucky. I'm not sure what else to say about this. [b]I never feel like I am really learning or discovering how or what the pickups do for me.[/b] There is no screen to see what you have. I just grab stuff and get buffs, but who knows what they do. It does flash text briefly, and while I can read it - there is never really a choice. They all seem positive and they are all the same color with minor symbol differences. This is a game that gets quite hectic, so it doesn't really work as-is for me. [b]Finally, all runs sort of feel the same.[/b] Again, on paper it seems like you should have some runs where you are quite OP, but it never really ends up that way. After about two hours, I felt more frustrated than anything and just wanted to walk away. [b]Pros:[/b] +Controller support feels good. +The idea is neat. +It's very close to something that could take off. [b]Cons:[/b] -At first I thought this might be a modern [i]Starward[/i], but it just has too many awkward parts. -Nowhere in the game can you see what items you have, or what they do. I feel like I don't have the chance to really learn what things do aside from the obvious parts of the gun. This is a big problem for me. -Why can I buy the same gun components in the hub if they don't stack? It just wastes my money? -Enemy difficulty is too unbalanced; most are too easy, and a few are too hard. -The health bar is meaningless to me, it's all about managing the shield bar. [b]Will this evolve into something great? Maybe. Maybe not.[/b] I think it would take some serious reworking of what is here now. In the end, considering the flooded market of quality twin-sticks, I'd just as soon pass on this one.
Lazy developers tried to lengthen the game by using cheap insta kills and bosses with long invul times. Your ship has no I frames once your shields are down so no matter how much hp you think you have, you will die if an enemy shoots mutiple bullets right into your face. Some of the bosses in the game ( one of the final bosses comes to mind) have extreme long invul times and very often there's nothing you can do about it as they constantly stream bullets at you.
Not entirely bad, but not very good either. It needs to sit down and ask itself what mechanics are fun, and which are a chore. Being sent all the way back to the starter galaxy each time is a chore. The lack of being able to checkpoint save and quit to come back while keeping some progress, is a chore. The upgrades are too few and far between, leading to a repetitive grind, which is a chore. For a rogue-like to be fun, it has to offer novelty around each corner. It has to offer a series of robust and consistent upgrades, varied levels, or rare and unique challenges. This doesn't do it, or if it does it's at too slow a pace. What you end up doing is playing through from the begining over and over again, even once you can breeze through the opening levels with ease. That's not fun.
Last Encounter is fun, addictive, with cool music, beautiful graphics and pretty easy to use controls. It's rougelite, it's twin stick shooter, it's dynamic, but it also has a story (I didn't pay much attention tbh), several ships and characters to choose from and plenty of upgrades you can buy. This is basically top down version of Everspace and it does its job pretty well. I didn't try co-op yet, so this is based on solo play. Co-op can just take it up a notch. :) Recommended for killing some time and little ships that try to pwn your ass. [table] [tr] [td]Graphics: [/td] [td]★★★★★[/td] [/tr] [tr] [td]Sound: [/td] [td]★★★☆☆[/td] [/tr] [tr] [td]Gameplay: [/td] [td]★★★★★[/td] [/tr] [tr] [td]Music: [/td] [td]★★★★☆[/td] [/tr] [tr] [td][strike] [/strike][/td] [td][strike] [/strike][/td] [/tr] [tr] [td][b]Overall: [/b][/td] [td]★★★★☆[/td] [/tr] [/table]
Came into this game thinking it was a simple arcade shooter but it was a rougelike not a very good rouge like either. Every time you die your money is reset to exactly 550 credits regardless of how much cash you earned on the last attempt meaning any upgrades that are over 550 credits are forever locked out from being permanet Buying addional primary weapons just locks you into that one and the only way to get a secondary primary weapon is to find it in the wild. which will be temporary. it appears that the shop only ever lets you have 1 thing for each slot and takes your money if you overwrite anything. Plus the developer has the audio too heavy on the right audio channel forcing you to set your computer audio to mono if you want to play the game without all the audio playing out of the right ear. So you always only get 550 credits to buy anything. the shop only lets you have one module for each slot before laving the base it takes your money even if its replacing a module and the audio only comes out of the right ear. I was forced to use cheat engine to be able to progress in the upgrade lab at all. because even if I got 10,000 credits i was reset to 550 Also those "permanent" upgrades you find in the wild? the purple ones? they arent permanent, at all. they reset when you die. I thought "oh cool so if i die i get a little bit stronger each time" nope. The purple "permanent" upgrades offer next to 0 benefits to actualy help you survive. you start out with like 35 shield for one ship and one upgrade gives you 37 shield. OH WOW THANKS FOR A WORTHLESS 2 POINTS OF SHIELD And dont get me started on the unavoidable attacks. even if you use the dodge function the attack will still hit you All in all the game is just garbage.
Bulletsponge enemies move towards you endlessly.
Last Encounter has some neat ideas and mechanics, but it just doesn't quite work, is severely underexplained, and feels at least a little unfinished. It's interesting to play, and if you're tolerant, can make a fair side game to better roguelites, so it's not a hard pass. You start a run selecting a pilot and ship, with different attributes and an activated special ability. Those aren't particularly interesting, to be frank, but the game has a neat weapon system where your shot is determined by three components you can individually interchange right in mid-fight, but in practice, seems like you don't really get to make a lot of use of this, so it's just kind of there much of the time. Still, cute idea, and it adds some interest to the otherwise pedestrian twin-stick style top-down shooting. You explore and clean large hexagonal spaces collecting keys to open the exit to move on to the next major zone. Each zone has a theme and style, but sadly the enemies and hazards tend to feel more like nuisances than interesting enemies, and there's some obnoxious design here (like zone three, where you'll find enemies who can and will simply focus a laser on you, doing continuous non-negligible damage until you destroy them, but they don't go down fast, and there can be environment obstacles around which they can shoot through but you cannot, and you also have enemies who will hinder you and move you around). You sometimes, but not always, fight a boss after a zone, and these are lengthy, tedious affairs. You only have one currency, rather than separate run and meta currencies. This feels pretty bad because any run end will throw away half your total currency as you return to base where you can invest it in unlocks. Unlocks are expensive, too, and you can't partially pay, so you can easily not have a good opportunity to save currency before entering a run, and then that goes on the line for halving, too. There's no quit-and-save, either, so if you even touch entering a run, you have to double your currency or take a loss, and then [i]that's[/i] your starting point next time... Annoying. This will also make it seem like wasting currency during the run is fairly futile vs trying to get enough to bank an unlock, but that's because the game never mentions that buying or catching a weapon component [i]during[/i] a run is the same as banking a research level on the component (despite research having the higher cost [i]and[/i] being paid after halving your take), which completely changes the whole currency/unlock dynamic in the opposite direction. The unlock system itself is also curious, as components start locked and if you find a drop it will be blue, which gets spent as you use it until it runs out. Once you research a component, though, it will become yellow. Reaching yellow both means you can pay currency to set it in your initial loadout (just for the run, so you better earn double the cost just to break even...), and that any in-run pickups will also come in yellow rather than blue. Yellow components never run out. So, part of your power progression is both more flexible weaponry and the ability to use what you buy or find unreservedly. Not a single thing in that previous paragraph is told or shown to you in any way by the game. And don't even get me started on how often you'll find yourself stuck with an invisibility "powerup" dropped on you while you are trying to fight an enemy that is invulnerable unless it can see you. This game really needed some more polish.
Totally unbalanced. Once you get to the third zone it is essentially unbeatable due to bad random rolls and enemies that have no counter. Don't bother wasting your time with this immense grindy timesink and play something else. You'll get about 4 hours out of it until you hit that wall, then start dying over and over. Also, just to add insult to injury, it wiped my characters, ships, and upgraded powerups. Yeah, avoid this. Maybe the developers will fix it someday.
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I enjoyed this game at first but after multiple B.S. deaths and dying instantly on first level from op enemies I have just given up. I had times where I racked up over 2k in money and then died and lost over 50% of it. Then when I restart I don't have enough to purchase any upgrades so I slog through again to the same damn issue. The enemy difficulty feels like it is built around always having friends playing with you. You can play with up to four people but I am wondering if the difficulty ramps up even more making it feel like the same thing as playing by yourself. With my experience so far with the game I couldn't recommend it. It is not a bad game just maybe more neutral area. If I can ever get a buddy to play with me I'll update my experience after.
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