Evo by DaveDobson 2012-09-01T05:15:00
An interesting and fun game. Great puzzle design!
Foon → Ludum Dare Explorer → Users → pknowles
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 26 | Minimalism | Balls! | compo | 1104 | 2.61 | 1.94 | 3.07 | 2.42 | 3.26 | 2.14 | 1.93 | 2.21 | 52 | |
| 2012 | 24 | Evolution | blob | compo | 663 | 2.35 | 2.26 | 3.15 | 2.05 | 3.30 | 2.14 | 56 |
An interesting and fun game. Great puzzle design!
Excellent gameplay! I'd love to see some variations in the enemies, which require you to swap between desired breeding traits as the game progresses. At the moment it seems easy to max out fire rate and you're set.
I get it.. *mouse* trap. Cool game!
Intuitive game. I'd make the time/health/left separate colours to the cells - at first I assumed there was a connection. The player's animation looks great but could use a few more frames.
Quite frustrating, but I had to finish it so there you go :)
It seems some cells have a 'growing' (more accurately 'moving'?) direction - horizontal or vertical. If you click in the same column as a cell, it toggles the direction it grows. Blank cells with at least two neighbours of the same colour grow automatically, but slower. Blank cells with two neighbours of each colour don't grow. Please correct me if I'm wrong.
I agree, the percentage seems off. Maybe there are other factors?
Yes, needs some balancing but good fun.
Apologies for the bugs. I plan on fixing/completing this during the week. There's some pretty weird WebGL quirks such as not being able to read a non-power of 2 floating point texture from a shader. It also seems if a shader has too many ops, it simply doesn't run without giving any error indication.
Yes, I'm contemplating doing an android version, but it uses floating point textures for the particle system which makes porting it really ugly. I've only done a few tests so far.
I haven't got round to implementing AI yet. At the moment blue movement is purely random, but the data for pathfinding and unit density is available.
The first thing I want to fix is the blob interactions (so the evolution part of the game actually works). I really want min/max blending for this but like so many GL features it's missing in WebGL.
I'll definitely continue to work on the game. I'll put a link on the same page with some more in-depth tech details when I get time.
Thanks all for the feedback :)
Nicely balanced! It's much easier after finding down arrow is reverse :P
lots of fun. good balance and polish
I have a new found appreciation for C++ after the mess with javascript this weekend. fun game. it slows down for you when the difficulty increases :)
Great core mechanic! I've had a good position go horribly wrong many times just from losing the wrong planet. This would be amazing multiplayer (perhaps a little slower to allow my slow brain to figure out sneaky tactics).
I was disappointed when I finished it because I had to stop searching. Great game!!
I really do appreciate having many-button keyboards a whole lot more now
Very well done! Quite a fun game, good atmosphere with music and tutorial dialogue. You can get away with some rather questionable layouts since placement collision isn't checked for rotations, which imo improves the game.
Thanks all for your feedback! Some very good points made. There are certainly some strategies to get a better score but I'll have to do some balancing to make your actions have more of an impact and certainly give better visual and GUI feedback. The GUI should really be always-visible linear sliders with popup info text. Military perks are all on a log scale which should be reflected in this.
Perhaps not the most physically correct sun-like sphere. If only I had time to add some bloom and volumetric shadows :P One shadow map and a non-emissive sun material sold me on this one. Actually, surrounding the sun in particles was a last minute coincidence - all particles initially spawned at the origin and I liked the look.
One last thing - pressing tilde "~" (at least on a US layout kb) gives you a little bit more information I neglected to show in the GUI.
cool idea, but is the web version an older build? I can't see any purpose for erasing or jumping. I can't seem to play for more than 5 seconds or so. Maybe the grey blob shouldn't be able to cross lines, keeping it trapped for its own safety till you've dealt with the black blobs and can erase a gate to the next area?
great idea and game! as with many physics based games it can be quite frustrating (especially when you nick the side of a square and lose all your momentum to angular rotation) but very addictive. nicely polished controls. I got 165.4 by taking it slow and trying to keep the pole at a constant angle. The level gets quite hard there and you need a lot of height. Does the level ever end?