Death Death Evolution by Adhesion
Death Death Evolution is just what it sounds like.
1) Die
2) Evolve
3) FIGHT ON
Made by team RADMARS:
adhesion: code, music, sfx
brendo: level design, level painting
emarcotte: code
roushey: art, level painting, code
Controls
--------
arrow keys: move
X: jump
C & V: gained abilities (play to find out!)
down arrow: drop off wall
Note abilities reset per level.
1) Die
2) Evolve
3) FIGHT ON
Made by team RADMARS:
adhesion: code, music, sfx
brendo: level design, level painting
emarcotte: code
roushey: art, level painting, code
Controls
--------
arrow keys: move
X: jump
C & V: gained abilities (play to find out!)
down arrow: drop off wall
Note abilities reset per level.
| Web (submission) | http://adhesion.mu/games/ld24-sub/ |
| Source | https://github.com/Adhesion/ld24 |
| Soundtrack | http://adhesion.mu/sic/Adhesion-DDEOST.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-24/?action=preview&uid=7860 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 4.18 | 3 |
| Audio(Jam) | 4.07 | 9 |
| Fun(Jam) | 3.69 | 17 |
| Graphics(Jam) | 4.29 | 24 |
| Humor(Jam) | 3.00 | 60 |
| Innovation(Jam) | 3.77 | 19 |
| Mood(Jam) | 3.74 | 16 |
| Theme(Jam) | 3.96 | 11 |
It was once said that insanity is doing the same thing, over and over again, but expecting different results. This piece manages to subvert common wisdom by presenting us with different parameters, and as such a different outlook in life, every time we try.
This turns out to be a valuable lesson. In modern culture we are only now coming to accept those truths, but what this allegory in the form of JavaScript code teaches us is that we not only have to accept failure, but we have to learn for it. For learning from our missteps is becoming better versions of ourselves. Like the phoenix that starts life anew, our unnamed little rodent protagonist lives to see another day - successfully, this time.
Why does he go on? We don't know. We don't know. But the message is simple: you can too. You have to go on. We all do. Thanks, little blue rodent.
Great graphics, great gameplay. Art and music are surprisingly good. Performance is great, much better than all other HTML entries I've seen (especially in Chrome). Looks like a perfectly finished game to me, great work for a compo. Go team redmars, can't wait to see what you guys come up with next!
Didn't quite get it, I think. Is it possible to complete the levels without dying...?
Nice game anyway! :)
@RARoadkill: Do you mean the buttstomp wasn't breaking tiles? The tile collision in that case is a little buggy, I'll have to spend some more time on it.
* It's a bit puzzling how a death sometimes gives you a means of preventing the death (fall damage, drowning, turtles) and sometimes it just gives you the abilities of your killer (spikes, saws). A bit more consistency would be nice here.
* Colour-coding the "You can" and "You can't" messages would be good to help you see exactly what's been switched on and off.
* The game has a REALLY slow start. I feared that it was just going to be a game where you unlock double-jump once per level. It'd be great if you got to trigger 2 or more evolutions right off the first level.
* I laughed when I realised that the "You have gills" power prevents you from breathing air. But maybe it should be a bit more obvious (word it like "you have gills instead of lungs"), because for awhile there I thought it was a bug.
* Finally, I feel the name is a bit too naff, but that's just me.
@L: Those are some good points, thanks. We thought of the color coding but didn't have time to implement it, and as for the death->ability mappings, we didn't just want to have you be immediately able to pass an obstacle after you die once to it. Consistency would have been good but we intentionally tried to go for elements that would make for good gameplay.
A really great experience, and it feels like a complete game already. Only things I didn't like : first time I did a double jump but in the pit, so I didn't die, and couldn't figure a restart key, and I found the game a bit too slow-paced.
Critiquing this as if it were a full game, developed over months instead of a weekend (because, frankly it's hard to find fault with it given the time constraints): I think that the evolution concept is too repetitive. I know that I have to get hit to get the shield. I know that I have to fall to get double jump. The first couple times, cool, but it seems too repetitive.
I liked the sonic reference when the character is underwater for too long.
By the way thank you so much to put the soundtrack in DL, musics are beautiful.
My only criticism is that the level design seemed to lack a bit of creativity. Go here, get this ability, go there, get that ability, etc. Some more variation would be nice.
Also lol. One time I went to go get the bomb and the shield saved me from it. That was pretty funny :D