Tileshift by ioquatix
Tile Shift is a tile-based game that uses a genetic algorithm to build map permutations.
It builds permutations in real time and selects the best one that helps the user achieve one of the many goals on the map. We also have higher level permutation generation for the door levels.
Including Authors:
steve.rutherford
http://www.ludumdare.com/compo/category/ld-24/?author_name=steve.rutherford
It builds permutations in real time and selects the best one that helps the user achieve one of the many goals on the map. We also have higher level permutation generation for the door levels.
Including Authors:
steve.rutherford
http://www.ludumdare.com/compo/category/ld-24/?author_name=steve.rutherford
| Web | http://www.codeotaku.com/game-mechanics-society/games/tileshift/index |
| Code | https://github.com/ioquatix/tileshift |
| Original URL | https://ludumdare.com/compo/ludum-dare-24/?action=preview&uid=14234 |
Ratings
| Coolness | 0% | 1171 |
| Overall(Jam) | 3.24 | 97 |
| Fun(Jam) | 3.00 | 107 |
| Graphics(Jam) | 3.65 | 82 |
| Humor(Jam) | 2.92 | 69 |
| Innovation(Jam) | 3.29 | 60 |
| Mood(Jam) | 2.67 | 144 |
| Theme(Jam) | 2.73 | 139 |
Heh, it's a lot of fun to play, some brilliant art (better than I could do...), and a nice mood to it.
It's quite funny as well, how you use normal video game mechanics an question them...
If it were to have any improvements, make it longer, add music, and make enemies slightly more forgiving. Being trapped on a randomly generated path with enemies coming from two directions is annoying.
The graphics are good, bar the character sprite, the idea fits the theme too. Overall its a decent game, but a bit too frustrating with bad luck (especially having to die or even restart when a level turns out impossible due to generation and/or monsters).
- I thought the doors were treasure chests at first. Offset the doorknob to one side to make it more apparent that the sprite represents a door.
- There's no real challenge to harnessing the "evolution" of the floor tiles. They seem to be too cooperative, if you know what I mean. If this could be turned into something more puzzly, then you'd have a great game. I don't really feel like the floor tile "evolution" expresses the Evolution theme very well, but nonetheless it is an interesting mechanic with some fun potential.
- OK level 4 and we finally have a danger element. These bug, I touch them one time and I die? What are all these hearts for, then?