Bloodline by eli
**EDIT** Small update to compo version, fixing critical non-winnable crash, and SLIGHTLY TUNING two other things (monster spawn HP and a little aesthetic that was bugging me). For details check the github repo.
In "Bloodline", you assume control over a small developing population. How will your creatures be mutated? What will they evolve into?
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My first roguelike-like-like, heavily inspired by the work of Michael Brough.
Made with Flixel and FlashDevelop. Background images taken from photos I took on the first day of the compo. Pixels made in GraphicsGale. Sounds made with microphone + Audacity, and Increpare's bfxr.
PS I used git this time and it was a dream. I didn't really end up needing source control (thankfully) but it was extremely easy to set up a private repo and then simply push it to github when I was done. Highly recommended!
In "Bloodline", you assume control over a small developing population. How will your creatures be mutated? What will they evolve into?
---------------
My first roguelike-like-like, heavily inspired by the work of Michael Brough.
Made with Flixel and FlashDevelop. Background images taken from photos I took on the first day of the compo. Pixels made in GraphicsGale. Sounds made with microphone + Audacity, and Increpare's bfxr.
PS I used git this time and it was a dream. I didn't really end up needing source control (thankfully) but it was extremely easy to set up a private repo and then simply push it to github when I was done. Highly recommended!
| Web | https://dl.dropbox.com/u/35062/Games/LD24/final-compo/index.html |
| Source | https://github.com/elib/LD-24 |
| Original URL | https://ludumdare.com/compo/ludum-dare-24/?action=preview&uid=1395 |
Ratings
| Coolness | 46% | 618 |
| Overall | 2.83 | 449 |
| Audio | 2.78 | 240 |
| Fun | 2.57 | 492 |
| Graphics | 2.43 | 550 |
| Humor | 2.53 | 224 |
| Innovation | 2.91 | 346 |
| Mood | 2.72 | 320 |
| Theme | 3.17 | 265 |
@Th3dz just install flash player ;)
Oh, and WADOWADOWADOWAH.
Also thank you for the feedback. I hope to get better in these areas in the future. I may even make a post-compo version if I find some time.
And actually I was saying "bidibidibidi", if that helps.
May be the attack distance should have been increase a bit (against the small enemies there is just a 5 pixels margin). Add a dark ambient music, and I can play hours to this game just to see until where I could go.
The three enemies where quite interesting, and I loved the sound effects.
@Caranha > each mutation has a different effect, and I tried to color code the different elements appropriately. Look for blue, red, and green in the game and you should get an idea of what changes. It does take a while to see an effect -- this was on purpose to make players explore without knowing exactly what does what. But the information is in there. Thanks for the feedback.
It also would have been nice if the doors had the powerup colors on them instead of just the shape. A few times I went through the spiky door wanting the red powerup.