Last Command
Last Command

Last Command

2
in-game
Data taken from Steam
Steam
Historical low for Steam:
Open in Steam
Trailer
Last Command
Last Command
Last Command
Last Command
Last Command
Last Command
Last Command
Last Command
Last Command
Last Command
Last Command
Last Command
Last Command
Last Command is a fast-paced Snake x Bullet Hell action game. Maneuver through enemies’ barrage of attacks, collect Data Points to deal damage! Mix and match skill chips as you progress, overcome intense Boss battles, and uncover the secrets of their program world...
Developed by:
Published by:
Release Date:

Steam
Latest Patch:

Steam
Categories
The categories have been assigned by the developers on Steam


Rabi-Ribi
Has been in:
• 2 bundles (Fanatical)
Rabi-Ribi
From 5,24€
A Light in the Dark
A Light in the Dark
From 5,91€
Rabi-Ribi - Is the order a DLC?
Rabi-Ribi - Is the order a DLC?
From 2,33€

Last Command - Original Soundtrack
Last Command - Original Soundtrack
Not in Sale
Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.

Reviews on english:
Reviews
96%
414 reviews
400
14
10.2 hours played
Written 8 hours ago

Bought this game during a sale and i have no regrets. A simple story and challenging gameplay what more can you ask.
10.5 hours played
Written 20 hours ago

NOTE: This game has a moderate rate of flashing lights during combat and a minor rate of it during cutscenes. Those with epilepsy should take this into consideration. Additionally, this game is difficult, both mechanics and enemy wise so this should also be taken into consideration. Last Command is a game I just happened to pick up at some point. Not sure where, but I did. And I recently got around to completing the game and wow I was impressed. Normally I wouldn't start a review talking about the gameplay, but it's important: as it says on the Steam page, this is a game that combines Snake gameplay (yeah, Snake. You read it right) with a bullet hell. Two things I hadn't really thought would go together. In order to move quickly you must play as the "snake", but if you want to stop and attack or move slowly, you'll have to crater your speed in "analyze" mode. Now obviously these forms have their strengths and weaknesses, but it is the harmony between the two that turns both into something unique; you'll have to master when to (and more importantly, NOT to) use one over the other to match up to the enemies you fight with little room to process when to adjust. It's far more fast paced than one would expect. Coupled with this are some character upgrades that can be found throughout the levels that give you small bonuses, but frankly they are for complimenting your gameplay rather than being a crutch. Speaking of levels, the game follows a system of traversal periods on a world map which contains obstacles and parts for modules (exploration) and actual combat which consists primarily of boss fights with health broken up into multiple bars that you need to whittle down one at a time (combat). While the main appeal is in the "combat" of the game, I did find the "exploration" to also be integral in the experience, giving me both down time to process the boss I just fought as well as the opportunity to practice movement techniques without worrying about enemies. That said, it is definitely the weaker of the two elements, and there is a fair amount of back-and-forth tracking mid way into the game that I could've done without. The "combat" on the other hand is where this game excels at; on top of the unique gameplay style, each boss brings a new set of rules to the table of everything you've fought before. What you learn in one fight will likely be expanded upon or referenced in a fight further down and gives a lot of opportunities for a LOT of different mechanics to be introduced. And if you thought this would be a standard lots of different sized bullets like Touhou or such games, let me tell you that the attacks will come in all kinds of shapes and sizes. The sheer amount of creativity that went into each fight and manipulating the environment, attack types, even how your own mechanics work was an absolute treat, Moving away from gameplay now, the game does look really good, if not somewhat simplistic at times. At sprites are drawn in a small caricature style in the overworld with named NPCs getting a full CG art; all of these are well done and I can not complain about the quality here. the world itself is also impressed to observe, especially near the end of the game. I wish the game had more free camera movement solely so I could look around more than I could. It's impressive for how limited your view of the world is and how samey the used terrain is that it looks this good. Music is also a big positive in my opinion. While the overworld music is fine, the boss music especially is quite a bop with ranges from "this is good" to "quite the banger". I'm definitely picking up the OSt at some point to get a better listening (while I'm not getting bombarded by bullets). Finally the story. Now, the story of Last Command is fairly simple in the overall scope and message. HOWEVER, do not takae that to mean this story is bad; for what short amount of it there was, it managed to convey suspense, intrigue, foreboding, and quite a few twists that surprised me. While it may be a pain to get to the story, it's well worth it. As a final note, there were a few things that bugged me during my playthrough: some hit detections in the overworld, especially around corners, felt wonky. I'd often find myself hitting a corner I tried to pass by and dying because of it. Additionally, when characters were speaking and would switch to certain emotions (designated by the background effect changing) certain background effects would cause the entire screen to briefly flash white; this was actively annoying to process over my playthrough so if possible I'd ask for it to be removed from this. Final review: 9/10. Outside of a few minor issues I don't have a lot negative to say. While enemies are difficult (I was struggling on normal) there was never an enemy that I thought was unfair or impossible mechanics wise. Every enemy wants you to understand how it operates, and once you figure it out you can throw it back in its face. while this game is difficult, it's one of those hidden gems that I'm glad to have stumbled into.
1.6 hours played
Written 14 days ago

I really enjoyed this game, but at the same time it has a few problems that prevent me from giving it a positive review: - The inconsistency of the hitbox of some attacks is frustrating to look at, it doesn't look like you hit it but the game understands that you did. - another problem is the dash, sometimes when you use it you take damage from attacks, sometimes not. - There could be a better way to skip the dialog that happens in the middle of a battle and you have to watch it every time you try again.
1.0 hours played
Written 18 days ago

It's a bullet hell snake game where story beats are told through dialogue you need to click through that can be spread as little as a few seconds away from one another... basically one annoying design decision after another. Extremely frustrating to play.
5.2 hours played
Written 27 days ago

Unfortunately, dropping this game (for the third time) due to too much padding. The battles in this game are a good concept, however 2/3rd of the time is wasted by doing fast forward on never-ending dialogues or navigating through boring maps where you dodge slow red squares. Even the battle themselves are full of padding, interrupted with more dialogues and starting with a few easy phases before getting interesting ones. There is also something odd about the dash sometimes auto-targeting the purple bullets, as well as inconsistent hurtbox (especially visible in the overworld sections, where you get hit from behind after a dash) It's a shame, because a mode with only the bosses could go hard
29.0 hours played
Written 1 day and 20 hours ago

Me to the last boss: "Why are you telling me to quit? YOU HAVEN'T BECOME MY NIGHTMARE ACHIEVEMENT YET" *Sips pearl milk tea*
16.3 hours played
Written 17 days ago

bubble pearl tea