FoonLudum Dare ExplorerLD24 → Ulovetion

Ulovetion

By colapsydo

View on Wayback Machine

CategoryRankScoreCount
Coolness1100
Theme963.68
Innovation1833.28
Humor4561.85
Overall5122.72
Mood5232.33
Graphics5302.48
Fun5632.37
Audio5811.32

Comments

senekis 2012-08-27 04:30

Nice concept. (:
I enjoeyed it, although eventually got frustrated because it seems I'd be a terrible species designer, as I just kept failing over and over. >_>

Th only bad thing is that sometimes, after evolving, the thing will be launched at one of the edges and it will evolve again (in a way that you don't want it to) or die.

Also, don't forget to include WASD controls whenever there's arrow keys movement.

pjchardt 2012-08-27 08:07

I like the concept as well. There are some weird scenarios when the collision freaks out or the creature is spawned and falls into a gate (as mentioned by Senekis) I think this could be an interesting mechanic for a puzzle game.

hungyg 2012-08-27 08:10

Very nice for a first entry, congratulations!

tuxedofish 2012-08-27 08:15

It was cool and new just became a bit repetitive imo

eyehawk 2012-08-27 08:50

The game is intriguing, definitely piqued my interest, but I couldn't quite figure out what I was doing. Perhaps during the game you could provide more feedback on if I'm winning or losing?

gbear605 2012-08-27 11:36

Its ok... Too hard/confusing though.

tomsik68 2012-08-28 10:39

Really nice game. It fits to the theme very good.

nickolai51 2012-08-28 10:48

Cool game, I found it quite difficult when they started moving.. -_-

juaxix 2012-08-28 11:22

I think it could be more fun if you dont disable the controls during mutations, so you can do multiple mutations at the same time, and join them etc :)
sounds expected :O

matthias_zarzecki 2012-08-28 11:40

Great idea!

lesterpig 2012-08-28 11:50

Great, great, great idea ! But too much confusing / boring to my mind ;)

gnx 2012-08-29 09:18

I got extinct. Seems kinda hard right from the start. Nice number of different transformations though.

colapsydo 2012-08-29 10:28

There is 256 possible transformations, but since gates actions are not so evident, I'm working right now on a Post-Compo version based on your kind comments. Thank you all :D

tupperwarespoon 2012-08-30 12:38

I honestly had no idea what I was doing at any point. I didn't understand what the different elemental gates actually changed on my creature, and didn't feel like I was guiding it along any sort of path, just randomly hoping for a correct change.

dedhedzed 2012-08-30 13:01

Really cool. Only problem is there didn't seem to be any rhyme or reason to the way things evolved, so I was just randomly pushing them into the borders and getting very confused when some of them disappeared, and others split into two.

colapsydo 2012-08-30 13:31

@Zed: Yeah, I admit it's a bit confusing.
Each gate has a transformation function, but this function take as an entry the step of evolution and result in a angular translation of the transformation.

For the disappearance or the splitting, it's a random process at the fifth step (the combination being made of four step).

cobrajs 2012-08-31 09:13

Cool but fairly confusing. I guess figuring it out is part of the game, but I really had no idea what I was supposed to be accomplishing :P

adventureislands 2012-09-01 13:33

Very confusing game, also pretty hard because the creatures start to move on their own, falling to the gates by themselves, and if they are too close you can't even push them away from them.

zx81 2012-09-01 14:43

Congratulations! I liked it :)

benjamin-soule 2012-09-01 16:05

Great game ! I think this is a very good vision for this theme.
The spawn points of evolution results should be close to the the center, otherwise you are not free to push them on the portal you want to target. Some of them seems also affected by some kind of gravity after evolution. Dont know if its a bug or not, but it's kind of frustrating and very difficulty to handle, especially if you already have 6-7 other experiments in the way.
Maybe 4-5 evolution instance should be enough to play the game. Spawning more of them make the game confusing and unplayable.
These comments apply to the compo version.
Happy to reverse the motiontwin relationship author <-> player :-)

zelen3d 2012-09-03 00:49

I like it. Especially the post compo version, since you know what to do.

neocrey 2012-09-03 09:29

Good idea and realisation! I'd like to hear some sounds in the future

lurkingshadow 2012-09-03 09:30

interesting idea but gets boring and frustrating after a while, but good for a first entry.

mdkess 2012-09-03 17:29

Good entry. The physics were a bit wonky I thought, but otherwise it was a really solid concept and idea. Plays well into the theme, I really enjoyed it.

jomomomo 2012-09-03 17:32

Nice try! Pretty tough, tried a bunch of combinations and couldn't seem to get the right species created.

infernet89 2012-09-05 09:58

I rated the pre-compo version, but all my complain were fixed in the post-compo.. So, good work!
(Ed รจ bello vedere un altro italiano!)

bmacintosh 2012-09-07 23:08

I really dig the faces, for some reason :P. Yeah, I didn't understand what was going on in the compo version. I also think I managed to break it when it looked like two dudes tried to evolve at once. They both went white and floated to the same spot on the map. They didn't reappear and I couldn't move at all afterward.

In the post-compo version, now I actually understand that there is a goal. Yay!

eli 2012-09-08 07:52

I loved this one!! I couldn't figure out how to win, but I really appreciate the depth here. (Yes it does kind of remind me of my own game ...) The seemingly endless possibilities add a lot of depth to this simple configuration.

The bugs you mention are really fascinating too. I thought I had "won" because one of the creatures seemed to move on its own, but I think it was just too crowded.

I'm going to play your post-compo version now.

agersant 2012-09-11 17:56

I like the way you can evolve into many many different things but it's too bad it makes the game SO hard (in the compo version).
Keep up the good work!

cyboot 2012-09-12 19:01

At first I have to say, the post-Combo is way better in all ways.

Only pushing one of these things at a time and waiting after it passed a gate was very annoying in the combo version.
Also the audio fits.

Although I really like the concept (and it fits perfectly to the theme) most time I had no idea what i was doing.
I just keep pushing these things in the gates and hope that something happen.
Maybe a little more instructions would have been great!

dwallin 2012-09-14 02:12

Cool Mechanic. I think you really just need a bit more of an explanation of how the mechanics work though. I eventually won and didn't even understand why.

gabriel 2012-09-16 07:23

Congrats, I think this is the compo game I've rated higher so far! I really liked how the portals and mutated lovis interact in an organic way, and through experimentation you can start figuring out what does what. To be honest, I didn't find out myself all the actions / reactions, so I was unable to win, but I found this to be a cool, procedural thing that feels like an alchemy or magic system. Could very well be tweaked to that! On the constructive criticism side, things are TOO cryptic! It's really hard figuring out what's going on, even in the post compo version. Still, very good work!

This is one of the entries I'd love to know if it ever gets developed into a bigger or more complete game. Please drop me a tweet if you ever continue development! @pixel_cows

Cheers from Brazil!

pardue 2012-09-17 12:33

Interesting concept, I played both versions and the post compo is an improvement, the compo version is a little hard to figure out.

alwaysinbeta 2012-09-17 20:54

Nice concept. Enjoyed playing although wasn't sure what to do.

garygreen 2012-09-17 23:08

I half worked out what was going on, but couldn't work out how each element affected which type of character. I ended up with a lot of :-| characters. Nice idea though.