Dinosaur Survival Bash!! by Orni
story:
======
this is a game about natural selection!
(which is the prime force behind evolution as we all know)
you play one of many little creatures, hoping to evolve into a fullgrown badass, firebreathing dinosaur!
it's survival of the fittest! kill the other - evolve!
you have to evolve into the highest form and kill all other puny competitors to win the game.
have fun!
controls:
=========
wasd: move around
mouse1: attack
q: fireball (later on)
e: sprint (later on)
notes:
======
originally I planned a lot more but as you might have experienced yourself - time is rather short. I wanted to include random mutation as well (being the other important part of evolution) to have some actual evolution going on in the game. however - that system turned out much too complex and I had to scratch it :(
(same goes for music ... I suck at composing)
======
this is a game about natural selection!
(which is the prime force behind evolution as we all know)
you play one of many little creatures, hoping to evolve into a fullgrown badass, firebreathing dinosaur!
it's survival of the fittest! kill the other - evolve!
you have to evolve into the highest form and kill all other puny competitors to win the game.
have fun!
controls:
=========
wasd: move around
mouse1: attack
q: fireball (later on)
e: sprint (later on)
notes:
======
originally I planned a lot more but as you might have experienced yourself - time is rather short. I wanted to include random mutation as well (being the other important part of evolution) to have some actual evolution going on in the game. however - that system turned out much too complex and I had to scratch it :(
(same goes for music ... I suck at composing)
Ratings
| Coolness | 82% | 2 |
| Overall | 3.77 | 42 |
| Audio | 2.51 | 339 |
| Fun | 3.81 | 24 |
| Graphics | 4.22 | 28 |
| Humor | 2.35 | 276 |
| Innovation | 3.09 | 271 |
| Mood | 3.11 | 145 |
| Theme | 3.84 | 63 |
thanks for makin this cool little game, def gives me lots of ideas!
-@Zakchaos
I wanted to include other species, about a dozen, and different color variations and abilites - but there is only so much I can do in 48h
games are supposed to get harder - especially game I make ;)
I did catch myself realizing a bit late that I had evolved. I guess the new icons on the screen should have been evidence enough, but I was naturally expecting more of a Mario-style grow/shrink sort of thing.
Oh, however, GAH, chording E+D to dash right. Maybe throw a key like that on shift instead? My fingers will love you for it.
I'll have to go back and play Asylum, and I look forward to playing more games built by you. Thanks for the awesome!
I also like how you can actually look around with the mouse.
The game is absolutely clean from any bug and/or problem and the art is shiny.
the roguelike style fits prefectly and dying is absolutely not frustrating ( in the bad way i mean ). Great job, i'm now trying another time to go to the top of the food chain !
I had to scratch so many features I planned to do that I feared the "remaining" stuff wouldn't be enough for a fun game.
It's a shame I hadn't 2-3 more hours to invest ... I could've implemented more polishing effects (screen shakes and shadows and sound effects and such things) as well as more content (like more abilities) and improve the AI more. I think the AI turned out more or less decent, but being a long time Robocode coder I could improve it (much much) further
sadly I don't think I'll make a post-compo version, since the game concept has quite limited potential
Really like it, and by the way, I feel like a charmander and thats pretty cool
- If I got a levelup, there are spawning enemies on my level. That's a bit sad, because it makes no sense to try to be fast. Instead you can fight single enemies and then regenerate slowly. It would be funnier, if a lot of enemies spawn at once at the start and everybody tries to kill as much as possible to get on the higher levels.
- Sometimes enemies killed me instantly with 2 or more hearths. I'm not absolutely sure about this.
- An enemie spawned into me and killed me instantly. A spawnfree-radius would be nice.
thx for your feedback - all your points are good ideas which I somehow didn't think of during development (my head was buzing from all that coding anyway)
actually the enemies progress on their own - if you evolve too slow they will start spawning on higher stages than you (making your life considerably harder) but I agree - I didn't think this through
What was annoying is when you were turned at a slightly wrong level you would not hit your enemy and get killed very quickly, so I never made it beyond the firebreathing level.
Also, nice particle effects on the fires.
I'm bookmarking this one ;)
because I initially didn't have the time to make a restart function and thought that the browser would simply reload the swf on F5 ... but I was wrong about that and had to change that but somehow kept the F5 key (well, it was late, I was tired ^^)
@barry abrams:
I can't really think of a backstory for this - but if you have some cool idea, please tell me :D
@BenW:
yeah - it is hard. but I've managed to beat it twice so it's doable although I have to say that some little tweaks (like a spawnfree radius around the player and a small delay before enemies could shoot fireballs) would improve balance a lot (funny, those are changes I could make in 5 minutes but somehow didn't saw during development)
After some time in the woods I indeed saw another! Oh blessed be the spirits, my loneliness was finally at an end. Eager, euphorically I approached my new friend-to-be, and
SO I MURDERED HIM AND ATE HIS HEART
Seriously. This is how the "story" of the game reads.
Enough about that, though: Graphics are beautiful, gameplay is punchy, and the evolution-aspect is well done. Also nice work on the crontrols, they work so flawlessly I wasn't inconvenienced at any point.
But still. Your enemies are "your kind"? Make them another color, it would be a first step towards defusing this
Sometimes it felt like I was dying for no reason, but I think that is because the game over screen is so abrupt I didn't see what did kill me.
Also the monsters attacking the second they spawned right next to you was irritating.
Anyway, it's great fun as it is! Thanks for making it.
What is the tree chopping stuff for?
Thanks for an awesome game!
The fireball battles were definitely the sweet spot. :) I found myself hoping for more abilities and design centered around that mechanic (wind buffers, teleports, stuns?), maybe at the cost of skipping one of the earlier melee evolutions or somehow adopting procedurally generated sprites (ala Bubble Tanks). Deaths came pretty quickly though, and I seldom knew what hit me. :( Then again I may just be terrible at this, lol.
I disagree with you that "the game concept has quite limited potential" :P I can totally see a free-for-all DotA/LoL-esque battles with this system. Different evolution paths determined by how you play and earned by successfully killing other players and "farming" trees. Add in regenerating health, running away, stuns, and it'll still be an awesome gaming metaphor of natural selection. ;) Make it happen, man. :D