Evolve and Conquer by skintkingle
Evolve and Conquer, a 48 hour strategy game.
My Friend and i only had 48 hours of our 72 hour allotment, Our Sunday unfortunately was taken up by a Charity event.
Instructions are cycled around in-game before you start the game.
----Instructions----
wasd to move the game camera around.
click the hands in the menu to cycle through the playable maps.
Click an amoeba and move it to a water, ice or lava pool to evolve into the respective elements unit. Bring an evolved unit back to your (or their) spawn point to split the advanced unit into 2 normal units. Both you and the AI move on the same turn and the AIs plans are viewable by you so plan accordingly. Space ends your turn as does the green play button. The red x will clear the path of the unit you've currently got selected.
F1 To toggle full screen
----Post-Compo Instructions----
Hold shift to speed the game camera up.
some more anti-ouch code to prevent getting stuck in obstacles.
When clicking past your move allowance for a unit the path to the maximum possible move is created instead of the game giving you the virtual finger.
2 new maps to play with.
The aim of the game is to eliminate the other player.
Please note that the XNA Framework is a required download for the game to work. If the game fails to start please confirm you have XNA Framework 4.0 installed in Add/Remove Programs.
If you've had the time to mess with the map editor and made something great, Let me know and upload the file somewhere and i might add it to the distributed version. :)
My Friend and i only had 48 hours of our 72 hour allotment, Our Sunday unfortunately was taken up by a Charity event.
Instructions are cycled around in-game before you start the game.
----Instructions----
wasd to move the game camera around.
click the hands in the menu to cycle through the playable maps.
Click an amoeba and move it to a water, ice or lava pool to evolve into the respective elements unit. Bring an evolved unit back to your (or their) spawn point to split the advanced unit into 2 normal units. Both you and the AI move on the same turn and the AIs plans are viewable by you so plan accordingly. Space ends your turn as does the green play button. The red x will clear the path of the unit you've currently got selected.
F1 To toggle full screen
----Post-Compo Instructions----
Hold shift to speed the game camera up.
some more anti-ouch code to prevent getting stuck in obstacles.
When clicking past your move allowance for a unit the path to the maximum possible move is created instead of the game giving you the virtual finger.
2 new maps to play with.
The aim of the game is to eliminate the other player.
Please note that the XNA Framework is a required download for the game to work. If the game fails to start please confirm you have XNA Framework 4.0 installed in Add/Remove Programs.
If you've had the time to mess with the map editor and made something great, Let me know and upload the file somewhere and i might add it to the distributed version. :)
Ratings
| Coolness | 66% | 3 |
| Overall(Jam) | 2.56 | 220 |
| Audio(Jam) | 1.68 | 198 |
| Fun(Jam) | 2.06 | 240 |
| Graphics(Jam) | 2.23 | 243 |
| Humor(Jam) | 1.40 | 217 |
| Innovation(Jam) | 2.72 | 147 |
| Mood(Jam) | 2.13 | 218 |
| Theme(Jam) | 2.97 | 100 |
Like many of your other commenters, I'd love to see you keep developing this.
But sorry, the game is very hard to control and understand, i'm sure you have good intentions but when a user try the things you wrote in the instructions and dont get any results it generates a big confusion and frustration...
The whole idea is wonderful, just need more time to develop it, cheers!
I get this error when I develop games with XNA unless I change a setting by right-clicking on the solution in Visual Studio and changing properties (I think), so I don't think I can play your game :(
Here are some things I'd suggest:
-Scrolling doesn't help in this game, maybe it should fit in one screen to enhance the effect of seeing everything moving at the same time?
-Collision boxes could be much smaller, since movement precision isn't supposed to be a core challenge for the game
-Movement speed and walking distance per turn are kinda redundant balancing factors, so I'd accelerate the moving pace of everyone in the game for rhythm's sake, and use only walking distance per turn to balance the units!
-The IA is impressive for a jam game, but still lacking as it seems to completely ignore what I'm doing - and action / reaction is everything in your game's concept! Maybe you could add more enemies and make that a battle against quantity (the classic 'zombie attack' shortcut to IA). :D
Once again, I really loved the several natural risk vs reward game systems, which means a very elegant difficulty design. I truly hope you keep working on this game. Actually, if it's not too much to ask, please let me know in Twitter (@pixel_cows) if you ever make significant improvements on this idea, I'd love to play it! :D
Cheers from Brazil