End Humanity! by SFX 2012-08-30T00:43:00
I enjoyed it. Pretty easy, pretty simple, pretty standard, fun nonetheless.
Foon → Ludum Dare Explorer → Users → Gidaio
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 27 | 10 Seconds | To War! | jam | 39 | ||||||||||
| 2012 | 24 | Evolution | Dragoneticist | jam | 120 | 3.12 | 2.88 | 3.50 | 3.59 | 2.44 | 1.53 | 3.04 | 2.50 | 69 |
I enjoyed it. Pretty easy, pretty simple, pretty standard, fun nonetheless.
Um... no. Just no.
Seems like it would be fun if I could figure out how to beat the first level! I found that when you shoot green squares at it, it pulls out the green, leaving the red. But when I shoot red squares at it, they just go right through! GAH!
Umm... that's about all I can say.
Good idea, but it could have been faster and better explained. Also, when I evolved arms, I got stuck and could no longer move.
Hmm... couldn't get it to work. The process would start, but no window would pop up. Running 64-bit Win7, and the folder was on the Desktop.
Hmm... too slow for my tastes, but I liked the execution. I didn't see how evolution played in to it, but I'm assuming you'd get to modify your cows if you got far enough or something.
Good concept, but it was REALLY laggy, and very difficult to tell whether or not my attacks hit.
A very interesting idea, though the CMD window with errors is a little disconcerting... It needs a LOT more polish, but don't give up! I could be a great strategy game, especially multiplayer.
No idea what I was doing, and I fail to see how it fits 'evolution.' Also, everything is WAY too small.
Fun game. It's a little easy, but a very interesting idea, and I like that the other blocks do things.
I enjoyed it. Very evolution-y.
Oh yeah. The other members of the team are Bowlercaptain and TNR7. Looking forward to doing this again.
@bobiniki If you're really having trouble, here's a secret: the table floating out in the blackness right before Alex is actually a secret passage where you can modify Alex's Dragon's DNA code and make it suck.
@Kayelgee That was the original plan. Actually, the original plan was to have the characters show you the DNA sequences in a color format, so it would be easy and intuitive. Unfortunately, as is extremely common, we ran out of time... :/
Yeah, it's surprising how difficult it is to program a platforming AI that can adapt to different physics and doesn't use a pathfinding algorithm.
@demonpants No can do. :/ Sorry, but none of us own a mac, and currently, the only way to get this game on a Mac would be to buy the hundred-dollar GM Studio.
Would have been a lot better with more polish, and, as people have said, a better mouse-movement mechanic.
Well, it was fun, though I'm not sure it really fits 'evolution.' It felt more like I was just leveling up. Evolving implies multiple pathways. I did like how enemies became vulnerable to you as you got more advanced.
Well, it worked. It was odd, and wasn't necessarily fun, though I'll admit, I'd never seen anything like it before. A little more polish, maybe some dangers in the overworld, an additional ability or a few (radiation immunity could still be the main goal) plus an exorbitant amount of added collision detection and I'd play it again!
The audio quality wasn't great, but the game was fun. It was a little hard to tell which species was which, but it all worked out.
Frustratingly fun, which is the way I like it. :)
Good idea, and the execution almost worked. Lack of an easily accessible pause menu (I couldn't find one... I had to Task Manager my way out. :/), poor collision detection, and a brutal learning curve make this game hard to play.
Interesting. I enjoyed it quite a bit - wasn't quite 'Thy Dungeonman' style like I was expecting, but still very good. A few typos here and there.
Very fun. The Sync meter seemed a little hard to keep up (it felt like it kept lowering even when I was doing stuff on the beat, and I'm no stranger to rhythm games - I play Patapon like mad) and it had NOTHING to do with evolution. Still fun, though. Music got a little repetitive.
This game was not fun. But it was engaging. It was brilliant and very interesting. Except it was more like a book, not a game. Yes, I understand the term 'visual novel.'
This has the potential to be an amazing strategy game. Seriously. It lacks polish, and the controls are a little awkward. A tutorial would do this game good. Mr. Skintkingle, DO NOT QUIT DEVELOPING THIS.
Holy dang, this game was good! I enjoyed it very much. The only one complaint I maybe kinda sorta had was that the small bullets didn't always look like they were coming from the mouth, but I know from experience how hard it is to get that working properly. Out of the 14 entries I've rated, yours is the best so far. Good luck!
I do not like the direction Game Maker is taking - watermarks on games? Seriously?
Anyway, your game was not bad. Forcing someone to get all the food on the level is a little harsh, though.
The jerkiness of the pixels makes it quite hard to control. It would have been a lot more fun if they hadn't been so jittery.
Interesting, but, as others have set, repetitive and easy.
Fun, but frustrating, and has nothing to do with evolution. Other than slapping the word 'evolution' on the level complete screen.
Interesting idea. The movement and collision detection were a little weird, though.
I enjoyed this game immensely. It was well done, I didn't see any bugs, and as others have said, I really enjoyed the feel it gave off.
This would have been awesome if it hadn't been so glitchy. I loved how the monsters changed visually as they grew resistant to certain attacks, although it should be made clearer that you can jump on them. The audio got repetitive at times, though I enjoyed getting Rick-Rolled on level 2. :)
No idea what I was doing. None.
Interesting game, though many of the puzzles didn't seem possible... are you supposed to do the levels in order?
It was a lot of fun. Animation and/or variation would have been nice, but you can't expect too much from a three-year-old. :) Initially, I was confused with the whole 'evolution' part, until I played it a while. Then I noticed that the 'cripples' started getting bigger.
The ocean level is WAY too huge, and doesn't have any scenery to break it up.
I enjoyed the graphical style, and the music was well done, although the sound the red things gave off was really quite annoying. Unfortunately, I don't really see how it had anything to do with evolution...
Yeah... finished it. Good idea, though I can't say I appreciate the humor.
Quite difficult to understand. The 'harvesting' sound was EXTREMELY annoying, and the flickery lights didn't do anything good to my eyes.
Nice! Very fun, very well done, very good puzzles.
I enjoyed it, though it was brutally difficult. I had to rate it low on theme. It was fun, but it didn't really feel like evolution - it felt like leveling up.
Very osmos-like. It was fun filling up the screen with a giant red ball and then shrinking and filling up the screen with yellow instead and then dying.
Fun game, though gets boring quickly.
Well, I enjoyed it.
The reverse-tower defense is an interesting idea, but it could use some more content and polish.
Sounds like a good idea, but honestly, I don't really want Love2D on my computer. Build a Windows binary and I'll check back.
My only complaint is that Oorg (or any of the cavemen) didn't obey the directional commands.
Huh. The screen cracking effect didn't work on my machine (Windows 8 64 bit) for some reason. I was about to say that one of my only real changes would be some indication of lives left, which apparently were totally intended to be there. Anyways, fun game, although around level seven the relative speeds of you and the bullets you're avoiding are such that there's not much you can do but die. Good music, as well. It wasn't initially obvious what the significance of the ten seconds was - maybe if the screen cleared at ten seconds and upon death the clock reset back to the beginning of ten seconds then the levels would feel more distinct from each other, but then again, I am heavily influenced by VVVVVV, so my idea of "good" may just be "similar to VVVVVV", which that would be.
I understood the basic method of interaction with the game - how to place units, how they move, etc., but could have used more information about what the units were doing - how attacking is handled, what makes Archers and Assassins different from other units, and what's dealing damage to a time crystal: do units moving off the top of the screen deal damage? do units standing in front of the crystal deal damage? There didn't appear to be any sort of indication. I tried blocking enemy units with mine and sending some attackers down the center lane and eventually won, but I didn't really know why. Good music though, and the sprites were pretty and very effective icons.
It was hard to tell exactly what was going on - what my goal was and how to achieve it, but the graphics were very nice, and the audio was not so offensive.
Wow. A single-button horror game done in the time of a game jam. I applaud you, sirs.
Awesome idea. There was nobody else on the server when I played, but cool nonetheless.
It was very hard to move and aim properly - in the first wave I flew out to meet an attacking ship and spent thirty seconds shooting at him and failing to hit.
A very simple version of the platform-to-the-goal game, which is generally pretty good. There wasn't a lot going on other than an elemental manifestation of a genre, but I really like that genre, so I enjoyed the game. Could have had more in basically every aspect, but with the limitations of time and platform it was at least a solid version of what it is.