"Natural" Selection by r4m0n
Controls:
WASD/Arrows to move (hold shift for precision movement with high engine upgrades)
Space to fire
The enemies will evolve based on which ones survive, and which ones cause most damage to the player.
Edit: Added a "Turbo edition" based on feedback, it's exactly like the base game, with a coupe of engine upgrades at the start.
Judge the game with the base Web version, and play the Turbo if you like it but it feels too slow :-)
WASD/Arrows to move (hold shift for precision movement with high engine upgrades)
Space to fire
The enemies will evolve based on which ones survive, and which ones cause most damage to the player.
Edit: Added a "Turbo edition" based on feedback, it's exactly like the base game, with a coupe of engine upgrades at the start.
Judge the game with the base Web version, and play the Turbo if you like it but it feels too slow :-)
Ratings
| Coolness | 71% | 3 |
| Overall | 2.46 | 626 |
| Audio | 1.80 | 534 |
| Fun | 2.21 | 619 |
| Graphics | 1.57 | 745 |
| Humor | 1.27 | 610 |
| Innovation | 2.03 | 680 |
| Mood | 1.87 | 654 |
| Theme | 2.73 | 436 |
1) faster movement is better for a game like this both (controls should feel good + hard to strategize when you can't move meaningful distances)
2) the pew-pew sound effects are a bit grating, something easier for long-term listening would be better
It's kind of a sibling of my entry.
The game should have been directly in Hard/ultra/turbo, there it's challenging.
Is this another Asteroids?
This clumping behavior is a byproduct of my definition of "fittest": damage to the player+bonus for surviving. If you don't stop them, they survive and get a bonus, so they end up in a mess of ships and shots, and you can't get there to kill them XD
I should have made the ships leaving the screen alive give a score penalty to the player, then you would have a better reason to avoid that (after all, you are a single ship trying to stop an invasion, gotta work hard there :-P)