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5parrowhawk

Games

YearLDThemeGameDivisionRankOvFuInThGrPoCmTeJoFoCo
201224Evolutionre:generationcompo4112.922.922.152.852.8522
200916ExplorationGratuitous Battles in Spacecompo303.272.912.823.643.733.5617
200914Advancing Wall of Doom[Wall Girl]compo363.413.062.502.633.943.413.604.132.63

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Comments by 5parrowhawk

LD24 — Evolution

Moustache & Mukset by Follett 2012-08-27T13:14:00

Unity crashed halfway through.
I like how there's friendly fire though.
But I still don't understand how to fire the cannons... do they fire automatically? I don't see any effects coming from them.

Moustache & Mukset by Follett 2012-08-27T13:28:00

OK, now I've figured out the cannons.
I almost think this would work better with a gamepad interface - shoulder buttons to select a unit, left stick to move it, right stick to choose its facing, trigger to fire.
Still, it was quite good fun despite the control issues. Not very thematic, but fun nonetheless.
You should rename it "Hats: Total War". Or "Empire: Total Hats". Or something.

Slime Evolution Manipulation by shadowdruid 2012-08-27T12:45:00

I like the concept, and the idea of limited space forces some interesting choices. It does seem a bit difficult though - I didn't manage to complete it. The most successful path I found was to go for regeneration and shield first, but I'm sure there are other ways to get ahead.
I feel like it might make for a deeper game if the player could regain organic matter by destroying upgrade objects like the poison tree. For instance, the poison tree might cost 5 matter, each enemy drops 5 matter, and when you destroy the poison tree you get 3 or 4 matter back.
Good job!

Life on the EvoHedron by Nononick 2012-08-27T12:26:00

Not bad for something made before college. You seem to have fallen into the same trap I did in a previous compo, though, which is to put in fancy visuals before gameplay.
Good attempt to approach the theme, though.

Cube Miner: The Evolution of the Cubindustry by draxov 2012-08-27T11:56:00

There are some miners who give a ridiculous amount of production on paper, but in practice don't do much. Also, the calculation of production and profit seems to go very wrong when you speed up the game to 8x or 16x.
But the biggest problem is that after you get all the upgrades, you can kind of leave it running in the background and not do anything with it.

I feel like you've got something there with the event system, but you don't have a way for the player to react to events, apart from the foreman who simply reduces the number of events. In particular, allowing for different ways to react might add some interest to the game. As it is, I simply ignored the events and ploughed through.

Evolution of War by odrega 2012-08-27T12:20:00

I get a forbidden error on Firefox and IE as well.

re:generation by 5parrowhawk 2012-08-27T07:27:00

Thanks for the comments!
For those who are finding the game doesn't go anywhere:
You're probably exterminating all the aliens, so they end up not evolving. Please try hard mode.

re:generation by 5parrowhawk 2012-08-27T12:15:00

Oh, also the source is downloadable from the same page as the game. Look for the zip file at the bottom.

re:generation by 5parrowhawk 2012-08-28T02:45:00

Okay, maybe I'm missing something here.
Are people feeling that the game doesn't progress...
(1) because they are not successful enough, viz. they die before the aliens evolve significantly?
Or (2) because they are too successful at killing the aliens, so they don't evolve at all?
Because the game is made in such a way that the alien race only gets stronger by evolving, and they only evolve if some of them survive. If you kill all the aliens on level 8, for instance, none of them will pass on their evolved genes, and the whole lot will start again from the basic genome when you hit level 9. There is no artificial system in place that forces a level 9 alien to be stronger than a level 8 one.

Pjchardt: Yes, there is a certain degree of positive feedback. I think this is inherent to any system where the enemies evolve. As you may have noticed, I put in a counter-system which avoids punishing the player excessively for dying, by giving the player a full stock of lives at the start of each wave.