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The Last Stand

A third-person, wave-based arena game with fast-paced, Souls-like combat and responsive enemies. Play as a knight fending off hordes of enemies spawning from magical portals. Built as a complete overhaul of an older project, focused on improved combat feel, visuals, and enemy variety.

2025
1 week
Unity
Completed

Overview

The Last Stand is a wave-based combat game that puts you in the center of a medieval arena, facing against increasingly challenging enemies. Designed with Souls-like mechanics such as dodge rolling and healing flasks, it is a rebuild of an earlier student project of mine. This version focuses on completely reworking the combat feel to make it more fluid, fair, and visually engaging.

Gameplay Features

  • Responsive Combat

    The combat has been improved with enhanced hit reactions, camera shake, sound effects, and particle systems which all work together to make each attack feel impactful and satisfying.

  • Movement

    Running, jumping, dodging, and attacking consumes stamina.

  • Flask Healing System

    Inspired by Souls games, heal mid-combat with limited-use flasks.

  • Round-Based Arena

    Waves of enemies spawn from surrounding portals as rounds progress.

Enemy Types

Each enemy class has its own attack patterns and behavior, adding variety to the gameplay.

  • Thralls: Fast, nimble attackers with weak hits. Often appear in groups.
  • Giants: Slow, powerful enemies with high damage and heavy knockback.
  • Witches: Ranged spellcasters who launch fireballs and retreat when approached.

Development Details

  • Engine: Unity 6
  • Assets: Character models and animations from Mixamo, all other assets are from the Unity Asset Store and other external places.

What I Learned

The goal of this project was to address the stiff, unsatisfying combat systems in my earlier games/prototypes. By rebuilding everything from scratch, the enemy behavior, hit reactions, animations, and overall game feel, I created a combat loop that felt far more responsive and engaging. This project taught me the importance of animation timing, blending, and visual/audio feedback in delivering satisfying gameplay. It also reinforced how important well-tuned AI behavior and reactive enemy design are to creating meaningful combat.

Screenshots

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Download

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