th3dz 2012-08-27 15:12
only displayed a white screen for me... Couldn't play it.
Foon → Ludum Dare Explorer → LD24 → Bloodline
By eli
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Humor | 224 | 2.53 | ||
| Audio | 240 | 2.78 | ||
| Theme | 265 | 3.17 | ||
| Mood | 320 | 2.72 | ||
| Innovation | 346 | 2.91 | ||
| Overall | 449 | 2.83 | ||
| Fun | 492 | 2.57 | ||
| Graphics | 550 | 2.43 | ||
| Coolness | 618 | 46 |
only displayed a white screen for me... Couldn't play it.
@Th3dz sorry, I can only assume Flash player problems and/or network with Dropbox? Maybe I'll try to find another place to host it. Thanks for trying.
cool game, i like the "bidididi"
@Th3dz just install flash player ;)
Another game that makes Flash crash...I think I'm going back to version 11.1 :( ever since i got 11.3 its given me nothing but BS
I liked the concept, but the gameplay felt really difficult. You have very little range on your attack, which made combat insanely dangerous.
Fun sound effects but very hard game. Evolution is also too slow :x
Kinda neat / clever. Go with whatever power-up keeps you least dead.
Oh, and WADOWADOWADOWAH.
Gribit Gribit! Nice sounds & graphics(I like the idea). Really fun concept :-)
Thank you all for the comments!!
Also thank you for the feedback. I hope to get better in these areas in the future. I may even make a post-compo version if I find some time.
So far we have gribit gribit gribit and wadowadowadowah. I'd rather call it a miniminiminimi. Nice game. I really liked that I could choose which upgrade would be best for me. I couldn't observe any differences in the bloodlines though? Didn't like the graphics much but the game-play was actually quite funny.
@timtipgames > The upgrades do have an effect (each one different), but they take a few generations to really start changing anything. Therefore you can control which "direction" the bloodline goes, one small step at a time.
And actually I was saying "bidibidibidi", if that helps.
I really like it.
May be the attack distance should have been increase a bit (against the small enemies there is just a 5 pixels margin). Add a dark ambient music, and I can play hours to this game just to see until where I could go.
The idea of tying the upgrade path to the physical path you travel in the dungeon was really cool. However, other than the colors, I couldn't really notice how the player changed with each upgrade.
The three enemies where quite interesting, and I loved the sound effects.
@Colapsydo > Because there's an end to the game, difficulty does not ramp up forever. So I opted to make it harder and make the player focus more on strategy (which mutation to go for). Yes it is hard, and I don't like my battle mechanic at all. A future version would have something very different. Thanks for the input.
@Caranha > each mutation has a different effect, and I tried to color code the different elements appropriately. Look for blue, red, and green in the game and you should get an idea of what changes. It does take a while to see an effect -- this was on purpose to make players explore without knowing exactly what does what. But the information is in there. Thanks for the feedback.
Nice game! I don't think I ever really figured out what the blue powerups do. It looks a bit like a temporary shield when you attack? But since the graphic doesn't show unless you get hit, it's hard to tell how long it lasts.
It also would have been nice if the doors had the powerup colors on them instead of just the shape. A few times I went through the spiky door wanting the red powerup.
This was brutally hard, and I had no idea what each powerup did.