Inspiration

Large scale space games with real choices and management elements. We want to bring the popular management simulation genre (Surviving Mars, Crusader Kings II) from its home on the PC to the mobile market. We believe this audience want a game like this for when they are on the move.

We have chosen a space setting due to its popularity and multitude of gameplay options (FTL: Faster Than Light, Mass Effect, Kerbal Space Program). It also offers a good deal of nostalgia for the old-school games, films, and TV shows that our core audience have grown up with (Star Control II, Star Wars, Star Trek).

There are a lot of casual games with cartoony and basic gameplay. We want to offer a deep, adult experience which offers meaningful choices and consequences. The popularity of games such as FTL: Faster than Light, and TV shows like Game of Thrones (and its Telltale Game) show that there is an untapped market for such a game. This game also offers freedom for players to role play and make their own narratives in game, which is seen in the Total War and Crusader Kings games.

What it does

-There is a gap in the market for more in-depth management/strategy games for mobile.
-Manage your species home planet and send out explorers, colonizers and workers into the vast galaxy.
-Navigate a branching tech tree to specialize your species further.
-Enact Social Policies to customize the way that you play the game
-Every player will get their own randomized species and planets to play as.
-Resolve emergent events by making tough decisions.
-The game is designed to allow a player to think long and carefully about every action. No path is without sacrifice.

How we built it

We used Figma, Google Drive and pen and paper.

Here is the whole story

You are used to playing PC games at least 10 hours a week. Suddenly you have a family and you're longest breaks are about a minute long. You’ve tried to play on the mobile, but miss the deep experience that a PC game can provide. You miss the tough decision making, the stories, the challenge and the immersion. The games you find on the mobile market feel shallow, exploitative and requires you to sign in using Facebook. This is why we have developed our game.

In our you shape the destiny of an alien race. You decisions will determine their lives, their planet, and their future. Explore the galaxy, drain stars, terraform planets. Do whatever it takes. Will you skillfully guide them towards a technocratic Utopia, or will you accidentally turn their world into a nuclear wasteland full of cannibals? The journey doesn’t end there, but continues with multiplayer, universal events and seasonal updates.

Challenges we ran into

What is the core of the game? We were divided on what the gamer should do, how often, and to what effect. Eventually we found common ground by removing downtime, adding long term goals and rewards and adding more player actions.

Accomplishments that we're proud of

Making a F2P mobile game that manages to capture the essence of old school space simulators, on a mobile platform.

What we learned

Communication is important. It is hard to make everything consistent in the game and to break down the game until its broken and then build up from there. We also had a difference in ideas on what the game is to be about. Thankfully, we learned that we needed to stop and take a break in order to examine what the core game is about and how players are suppose to make decisions. Once we figured this out and clarified with each other what our game is about, the project proceeded smoothly.

What's next for the Last World

There is a gap in the market for more in-depth management/strategy games for mobile.
-Manage your species home planet and send out explorers, colonizers and workers into the vast galaxy.
-Navigate a branching tech tree to specialize your species further.
-Enact Social Policies to customize the way that you play the game
-Every player will get their own randomized species and planets to play as.
-Resolve emergent events by making tough decisions.
-The game is designed to allow a player to think long and carefully about every action. No path is without sacrifice.

Presentation Link

https://docs.google.com/presentation/d/1U0dD_g6J4n7lPQoHlhJt8R8nmKmwX-xH17iV0-_qW48/edit?usp=sharing

Built With

  • figma
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