Super Genome: Hyper Evolution Turbo Edition by Raptor85
*Important Update* Most of the bugs have been worked out, if you had crashes or white textures before those have been fixed now...If you had control issues the keyboard control that was in the debug build for testing is now turned on also, mostly for you trackpad users who don't have a real mouse or a decent nub :P (I asked PoV and he said it was fine since it was essentialy a "port" to allow slower computers and computers without real mice to play) Aside from the standard "click to where you want to move" you can also use wasd (sorry non-qwerty keyboard users, this code was never meant for release, it was just a debug thing)
The source package also now contains a standard makefile instead of just the codeblocks project, and i've included all the headers and engine shared objects packed with it. (don't need to go to my site and download it anymore)
This was built for linux and android, the windows version is a port and my engine is not yet very well tested under windows so there may be some bugs! Please rate the other two versions if possible.
the android version may take a few hours to show up in google play as well.
This is a simple action rpg operated entirely by the mouse (linux and windows) or touch (android). Kill enemies and you will start to evolve parts of your body into parts of theirs (don't kill too many blobs or you'll be stuck a blob for a long time!) Parts can freely mix and match.
See if you can survive and make it to the end! (There IS an end, and it will be obvious when you see it that you need to go there)
Quick Evolution Tips:
* Fighting a single enemy too much has the potential to de-evolve traits you have gotten from other enemies
* There are three "visible" traits in your evolution, head, body, and back. Body in general determines your base defense and attack speed, head determines your base damage and range, back(wings) lets you fly at different speeds depending on wing type
* everything has a tradeoff, for instance a heavy body like the wolfrat has higher defense but will be slower than a lightweight bird body,
* there are more "invisible" traits, that unfortunately i did not have time to sprite. Legs provide a speed boost and can be obtained from any creature that has them (bird,wolf,spider). The bird legs are slow but faster than having none (blob), wolf is fast and spider is fastest.
* the second "invisible" trait is skin type, you start as "naked" type which has no stat changes at all (blob is essentially "pure" no modifiers on all stats), you can evolve hair from wolves, scales from snakes, and feathers from birds, hair has a minor defense bonus, scales has a major defense bonus, and feathers has a speed bonus. Again, they ARE there you just cant see them due to time constraints cutting my spriting short.
* the third invisible property is venom sacs, you either have them or not, you can evolve them from either spider or snake DNA, they cuase enemies to harm themselves when they attempt to attack you after you've hit them at least once
* the last invisible property is the bat's echolocation, which brightens up the rooms, this is only obtainable by bats and is the only property that CANT de-evolve once you have it
Overall there are 36 unique body combinations for your creature that are visible (modular sprites, it mixes and matches them based on your current statistics), in all there are 2304 different combinations of abilities so how you play and what you attack and in what order can have a very VERY drastic effect on how the game plays for you.
The source package also now contains a standard makefile instead of just the codeblocks project, and i've included all the headers and engine shared objects packed with it. (don't need to go to my site and download it anymore)
This was built for linux and android, the windows version is a port and my engine is not yet very well tested under windows so there may be some bugs! Please rate the other two versions if possible.
the android version may take a few hours to show up in google play as well.
This is a simple action rpg operated entirely by the mouse (linux and windows) or touch (android). Kill enemies and you will start to evolve parts of your body into parts of theirs (don't kill too many blobs or you'll be stuck a blob for a long time!) Parts can freely mix and match.
See if you can survive and make it to the end! (There IS an end, and it will be obvious when you see it that you need to go there)
Quick Evolution Tips:
* Fighting a single enemy too much has the potential to de-evolve traits you have gotten from other enemies
* There are three "visible" traits in your evolution, head, body, and back. Body in general determines your base defense and attack speed, head determines your base damage and range, back(wings) lets you fly at different speeds depending on wing type
* everything has a tradeoff, for instance a heavy body like the wolfrat has higher defense but will be slower than a lightweight bird body,
* there are more "invisible" traits, that unfortunately i did not have time to sprite. Legs provide a speed boost and can be obtained from any creature that has them (bird,wolf,spider). The bird legs are slow but faster than having none (blob), wolf is fast and spider is fastest.
* the second "invisible" trait is skin type, you start as "naked" type which has no stat changes at all (blob is essentially "pure" no modifiers on all stats), you can evolve hair from wolves, scales from snakes, and feathers from birds, hair has a minor defense bonus, scales has a major defense bonus, and feathers has a speed bonus. Again, they ARE there you just cant see them due to time constraints cutting my spriting short.
* the third invisible property is venom sacs, you either have them or not, you can evolve them from either spider or snake DNA, they cuase enemies to harm themselves when they attempt to attack you after you've hit them at least once
* the last invisible property is the bat's echolocation, which brightens up the rooms, this is only obtainable by bats and is the only property that CANT de-evolve once you have it
Overall there are 36 unique body combinations for your creature that are visible (modular sprites, it mixes and matches them based on your current statistics), in all there are 2304 different combinations of abilities so how you play and what you attack and in what order can have a very VERY drastic effect on how the game plays for you.
Ratings
| Coolness | 100% | 1 |
| Overall | 3.02 | 353 |
| Audio | 2.82 | 227 |
| Fun | 2.70 | 421 |
| Graphics | 2.67 | 453 |
| Humor | 1.91 | 430 |
| Innovation | 3.23 | 203 |
| Mood | 2.51 | 438 |
| Theme | 3.83 | 67 |
I'm actually pretty interested as this is really my first "real" test of this game engine on windows.
Might as well point out now that it's hard to play with a trackpad.
I like your game - it fits with the theme really well, and I think that it has a lot of awesome ideas. Not to mention, automatic combat is really charming. I also really like that you are building against your own engine, that is really awesome.
Criticisms: mouse movement is a bit awkward, it's easy to get stuck on corners. Dying forces you to restart the game. It's not clear how many DNA types of each class you have - a bit more information would be nice.
Overall though, great! You clearly put a lot of effort and thought into this, and I think it paid off.
also, did some math, there's 2304 possible mutation combinations total (though unfortunately the leg, venom, and other such ones are invisible and not shown due to time contraints making me cut down on how much i was able to sprite). Of actual visible mutations that will change the way your sprite looks there are 36 unique combinations total, so what you kill and how many of them you kill has a HUGE impact on the game, more than you might realize.
also, snwolfbat ftw http://www.midnightfragfest.com/wp-content/gallery/hidden/snwolfbat.png
I think I got to the end, but it was just a white screen.
No game crash here, but the gameover screen is 0.1s and the game stop. that's brutal. The move control by click is also a bit frustrating you always get stucks in wall.
The above is me typing using a QWERTY layout. Since my keyboard has an AZERTY layouts there's nothing I dislike more than hard-coded WASD controls -_-'
Aside from the pet-peeve though, you've followed the theme well, even if that's not technically how evolution works :P The gameplay does come down to moving to an enemy and waiting for it to die though... maybe I'm just not much of an RPG fan.
Overall: this is a great achievement for a 48 hour game using SDL (you're insane - use something easier next time!). Congratulations :)
It would be nice to be able to move more smoothly, the keyboard controls are a bit jerky and with the mouse it's too easy to click outside the window. I'm not really sure what I'm supposed to do to win fights: sometimes I'm left with tons of HP, and sometimes I lose a lot of HP, and I'm not exactly sure why.
I like the concept though, and it would be nice to be able to figure out how to apply various critter DNA to get past obstacles. I could fly over the mushrooms that hurt me with bat wings, but I never figured out why I'd want to be a snake, for example.
And yeah, the game really could have used a stats window to show all of the statistics being modified (base damage, poison damage, armor, speed, vision type, and flight status), it was on the todo list but had to be cut in favor of actually having graphics O_x Snakes will give you poison and extra defense, best combined with the body of something else you can take far less damage and enemies will damage themselves. They actually make it quite a bit easier to survive. The amount of hp you will "lose" in a fight is pretty much determined by your dna status, birds and bat bodies will take more damage where snake and wolfrat bodies are more resiliant.
The idea is perfect. I would like to see some feedback, what am I getting from different DNAs, and under Windows the game runs a little too fast, but you're already aware of these. Other than that, the game is very playable. It's fun watching as the hero changes during the game and I would like to see this concept taken further. Great entry.