Robot, paper, scissors: Evolution by badlydrawnrod

[raw]
made by badlydrawnrod for LD24 (COMPO)
Didn't get as far as having the enemies shoot back, but at least the evolution works.

(Give it a few rounds and see how they've changed)

Update:
There was a frame-rate problem on some graphics cards. Use this version if the game seems to run at 500mph.

https://dl.dropbox.com/u/1930531/LD24/rpsevolution_frame_rate_fix.zip

Ratings

Coolness 35% 816
Overall 2.29 691
Fun 1.71 730
Graphics 2.06 676
Innovation 1.94 712
Theme 2.44 545

Feedback

panzermancer
27. Aug 2012 · 19:01 UTC
I found it becomes far too easy to just plug up that little hole on the left and keep shooting where they spawn. After a while I gave up on that and confined myself within the middle corridor; even then, this was too easy. I got about halfway through round 3 before I got bored. Good effort, but better luck next time, man.
josefnpat
27. Aug 2012 · 19:01 UTC
Nifty. The enemies should have spawned faster. Too easy to "camp"

Looks like a good start!
kevincorrigan
27. Aug 2012 · 19:03 UTC
It was fun but I found a spot where you can stay and just shoot where the robots come out and easily beat the game.
blundis
27. Aug 2012 · 19:04 UTC
Liked the movement of the enemies. At one point the ganged together and pushed me in too a corner. Feels incomplete though.

I think maybe the game ran abit to fast for me, the blue enemies where impossible to kill until i found a way i could just flood the path they where moving along with bullets, killing everything.

I didn't understand how the enemies where evolving.
Khayet
27. Aug 2012 · 19:05 UTC
I have played to round 6 now. Is this really all there is? You stand at the entrance, clicking. And even when I give them more space, they won't try to escape, but to cuddle me! Only if I don't do anything, some of them will try to reach the exit. Well, that's not very fun - I'm sorry.
🎤 badlydrawnrod
27. Aug 2012 · 19:18 UTC
Thanks for playing my game. To address the comments so far, yes, it is possible to camp and shoot the enemies as they emerge. The idea was that they would shoot back, and would take more than one hit to kill according to their armour. This obviously would have made it more of a challenge, but I didn't get that done in time.

@blundis the enemies evolve by changing colour, speed, size and a few other characteristics that would have been used to determine weapons and armour. Basically there are always 3 enemy types per round, with the ones that escape coming back in larger numbers. All enemies are mutated slightly between rounds with a "fuzzer", with those that are least successful receiving more mutations, and those that are most successful receiving just one.

@Khayet what can I say? It's not finished. Sorry.
goerp
05. Sep 2012 · 19:33 UTC
NIce, but indeed a bit easy. If the levels changed you might get more variation.
SFX
16. Sep 2012 · 13:04 UTC
You definitely should have had the enemies spawn from more than just one spot. Maybe 2 spots? Maybe from a wide area.