
The Last Medic is a 2D precision platformer set in space. Earth was hit by an asteroid and you are the last surviving medic. Your space suit is equipped with a jetpack, a dash booster, and a healing device. Use these tools as you travel from planet to planet on your way to save Earth.
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About


Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 32 reviews with recorded playtime.
Reviews
What a surprising game. It starts out very, very basic in its approach to platforming, and art style, but don't be fooled. This game is anything but simple. There is a ton of creativity in level design and secret design to uncover in the game. It is remarkable how I kept on discovering something new I hadn't seen before each time I thought I was done finding all the game had to offer. Also there is an impressive amount of content in the game as well. The music is great (most of the time). Overall I highly recommend the game, and definitely suggest that if you are feeling a little underwhelmed at the start that you keep going, it gets a lot better the further in you get. Most of the complaints I have about the game are very fixable. The checkpoints are frequently too sparse, and when they are there they are usually placed in the wrong spot. I will try to explain my thoughts on the checkpoint layout in further detail in the discord for the game, so look there if you want more information. The platforms which you bounce off of are extremely sensitive to any sort of input, and frequently you can accidentally completely cancel the momentum from the bounce. Also there are so many mechanics in the game which disappear upon touching or collecting but simply do not respawn, forcing you to frequently respawn yourself to get them back for seemingly no reason. The only complaint I have about the game that isn't fixable is that there is a planet relatively late in the game, which I found every level of to be completely devoid of fun. I'm glad I can say that it was only one of them, and fortunately on this planet, unlike almost all other planets, the checkpoints were frequent and forgiving. For the level and secret design I'd happily give this game a 9/10, with room for some fixes that would bring this to a 9.5/10. I can't give it a 10 because of the one horrible planet.
Do you want to yell ♥♥♥♥ words and ♥♥♥♥ words while being soothed by amazing chill synth music while attempting nail bitingly challenging platforming challenges? This game is for you! The movement feels amazing and very precise. Tricky and fun level design, gets tough as nails in parts but never feels unfair. 100%.recommend for any fans of precision platformers
I loved Celeste and wanted to try this game as soon as I saw it. The music is amazing and there is so much of it. From watching the trailers I thought that it looked too easy, however, there are challenging parts even in the first 8 levels. I love the game and I highly recommend it to anyone who like precision platformers. The movement is very smooth and the amount of levels is baffling. The art in the game is great too. I can tell that the developer has spent so much time on this game and and put a lot of effort into making it. Cannot wait to see what games they make next.
I've been looking forward to playing this game since it was announced in 2022. I love a good platformer (Celeste is my favorite game of all time), and the gameplay I'd seen of The Last Medic looked very good. I have only played through the first world, but I can confidently say this game has already met my expectations. The platforming feels both satisfying and responsive, and the level design is fun, even in the beginner levels. The music is phenomenal, which is to be expected considering the developer's previous work on [i]once upon a synth[/i]. To the dev, I want to say I'm very happy that you were able to make this, and I'm super thankful for everything you've put on the internet! You have always been an inspiration to me, and your music/synth tutorials are a big reason why I got into playing piano and making music. I'll probably come back to this with a full review once I finish the game. Thanks in advance for the many hours of gameplay!
Hesitant recommend because of the difficulty. ADD SOME OPTIONS
Become a cute medic and go on an adventure to rescue injured colleagues on a distant planet. This game is a priceless treasure as a precision platformer. Normal jump, jetpack glide, and dash. It is designed to utilize the three technologies appropriately. In the early sections, there are hints indicating the obstacles in the current level, giving the player an idea of what platforms and spikes will be present this time. As a beginner, I died 361 times on the first day, but I still had fun! Thank you to the developers who made this great game.
This is a mixed review despite all the critical points to follow. With a thorough editing pass I think The Last Medic could be excellent, but as things stand it's hard to recommend to anyone but the most forgiving precision platformer fans. I will praise the variety of platforming ideas even if I personally dislike some of them. Almost every world introduces a new main concept around which most of the obstacles are designed. There also seems to be a great variety of music tracks and the visual presentation feels clean. However, checkpoints are typically placed after multiple segments, not after each segment, which is problematic for multiple reasons. The game often makes the last segment in a group the hardest one, which makes replaying the easier segments to even try that last one again feel awfully rote. There are times basic platforming unrelated to the level's theme will either follow a checkpoint before you get to the main obstacles, or follow the main obstacles before you reach the next checkpoint. Also, sometimes the game has a bad habit of placing a spike or sudden drop just after a sudden camera shift, or arranging certain obstacles in such a way that you will likely fail on the first try. All of this leads to a lot of replaying segments you cleared on the first try just to access the trickier obstacles again. I understand that thematically the people you save are supposed to function as major checkpoints you can access from the world map, but there could have also been minor checkpoints only used while actually playing through the level. There are other issues with the general level design and architecture that compound the checkpoint problem by making the game feel too trial-and-error at times, or unnecessarily punishing or lengthy. Some level elements don't reappear after use, forcing a restart, and unless I've missed something, there's no quick-retry button, so you have to restart through the pause menu. Sometimes, mind, you'll have to manually restart because you fall out of bounds endlessly without dying. Permanently disappearing level elements are especially irritating when the game asks you to quickly react to some complex obstacle combination and there's no safe spot to return to... which is actually a fairly common situation in the game regardless. Sometimes it's unclear you have to save your dash for the end of a segment, and sometimes the camera orientation isn't as helpful as it could be, especially when you're moving downward. That last point is especially odd because some long obstacle rooms do give you a helpfully fixed camera view, so it feels like an oversight that causes too many blind jumps and drops. There are too many "Surprise!" moments where you're expecting a set of elements to move at the same speed but one is actually faster or slower as you abruptly encounter it. Moving platforms snap to the other direction instead of pausing, or decelerating and then accelerating. For blocks that phase in and out of existence, as far as I know you can only memorize the timing used- there's no assistance from animation or a metronome-like sound effect. For obstacles that only start moving once you pick up an item, you don't know their initial velocities, so you can be immediately ambushed. Portals in underwater levels are sometimes placed right next to spikes such that due to the ambiguity of hitboxes you might suddenly die to spikes after the warp. For that matter, sometimes you'll accidentally re-enter portals (in non-water levels) because you strayed just far enough after the warp for them to become interactable again, which can lead to sudden deaths too. The input to fire from a barrel is the same as your jump input so if you're trying to jump into a barrel from its side, hitbox ambiguity can lead to your input mistakenly firing from the barrel instead, leading to even more deaths that feel unwarranted. The game also overuses time pressure. Some levels give you a limited air supply (or a period of infinite jetpack fuel) that's so low (or short) for certain segments it sometimes feels like you're being forced to perform blind speedruns upfront. There is an entire world devoted to (sometimes fast!) autoscroll levels with spiky picture frame overlays (instead of distributing those far and wide throughout the other worlds), and plenty of levels where you have to outrun a spike wall without any checkpoints. Many underwater levels have segments in which you have to quickly outrun fish chasing you, and lose them around corners so they can no longer track you. Many levels feel lengthy for the wrong reasons, interspersing off-theme platforming with the main obstacles, or repeating an obstacle multiple times (consecutively) with little variation. Certain platform formations or obstacle types are inserted into multiple world themes and yet don't feel materially different to traverse even with the new thematic contexts. You'll see a lot of architecture that looks like seemingly random small platforms and spike balls scattered about, which feels unfocused. Some levels, like the ones with lava flows moving up and down, have a very stop-and-go pacing that makes repeating segments after a death tedious. Other levels are literally labyrinths that tend toward basic platforming, and while I understand these were probably mixed in for variety's sake, I personally found them unengaging. Still other levels have secret exits that will typically make you replay segments to access them, and oddly the levels they lead to often feel disproportionately easier and/or redundant in their design, which makes me wonder whether the game really needed branching paths on maps (though incidentally it's worth mentioning I haven't found any level skip option so apparently you have to play stuff in order). As a summarizing point, I personally felt there were countless cases where a segment could have been just slightly more lenient and yet still would have been challenging enough for a precision platformer. A game can be both hard and accessible but I often felt The Last Medic was unapologetically focused on the former. For reference, to my knowledge I've cleared everything except for one secret ending that (disappointingly) has very little to do with precision platforming.
There is a separate synth track for each level and 100% of them slap
I happen to be pals with the dev, and when he prompted me to try The Last Medic I thought I wouldn't enjoy it :-p I love a platformer buttt I barely got through 19 minutes of Celeste. However.. playing this is so fun to meee! It's definitely a challenge that you have to learn to work through, but NOTHING feels better than mastering the controls and zooming your way through a tricky section. I also love the concept of healing your fallen comrades (the little breath of relief when you heal someone scratches an itch in my brain that I cannot explain). It's clear that lots of thought was put into developing this game, not just from a game play standpoint. The music is incredible, each level has a different and wonderful little melody that will coax you through the pain of dying 100 times. Visually, I adore the colour schemes and tiny details in every level, the little flowers waving in the space wind, the way your cute little medic acts as if he's teetering off the edge of a platform when you get too close. Everything is MUAHH *chefs kiss* Can't wait to play more and figure out the lore of this game, and find all the easter eggs (If I ever get past the first three planets hihi). It's a CHALLENGEE but I totally surprised myself with what I could do with a little perseverance (and cursing at the screen), it makes me want to try my hand at Celeste again! I would recommend this to anyone who loves this genre of precision platform gaming, perhaps even those who do not as you might be surprised! <3<3<3
It's fun
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