EvoGoop by pirate-rob

[raw]
made by pirate-rob for LD24 (COMPO)
This is a game in which you must escape the caverns. You can play for however long you want and still win. You can mutate in this game into 16 different creatures. I lost 14 hours before I made this game due to the fact my old Idea was too complicated. Hope you have fun.

Ratings

Coolness 79% 2
Overall 2.72 512
Audio 2.37 384
Fun 2.54 503
Graphics 2.64 468
Humor 1.92 425
Innovation 2.87 362
Mood 2.72 320
Theme 3.41 182

Feedback

Ragzouken
27. Aug 2012 · 07:55 UTC
My attacks didn't seem to do enough damage to kill anything, and it took a long time for food to be produced which slowed my progress down a lot. It's an interesting idea but the pace could be improved :)
daydalus
30. Aug 2012 · 16:11 UTC
Had some trouble figuring this one out. couldn't tell if Z or X were working to eat / attack. Tried to evolve but couldn't tell what were the requirements for each evolution (points, yellow bar, etc?)
Gidaio
30. Aug 2012 · 16:33 UTC
Good idea, but it could have been faster and better explained. Also, when I evolved arms, I got stuck and could no longer move.
S0larCode
30. Aug 2012 · 16:38 UTC
The attacks don't seem to do anything and I'm not sure how to get past the first enemies. Nice concept, though.
DevWouter
30. Aug 2012 · 16:41 UTC
I was unable to upgrade and unable to harm the enemy so I got stuck quite quickly.
phren
30. Aug 2012 · 16:43 UTC
Your idea of evolution is nice and with a bit more work this could be a good game. The music made the game a lot more interesting to play; even though it was so simple, it set the mood.
Walt
30. Aug 2012 · 17:00 UTC
nice, i actually get to evolve significantly in this one! enemy behaviour is frustratingly unpredictable i must say and eating didn't always seem to work.
demonpants
30. Aug 2012 · 17:32 UTC
Mac version please thanks!
Kayelgee
30. Aug 2012 · 19:19 UTC
The attacks are too weak and after I evolved wings I couldn't turn back and couldn't jump anymore.
patrickgh3
30. Aug 2012 · 19:39 UTC
The concept was really cool, but the game was a little confusing. I was kind of confused at how having arms makes you jump lower, and a few other evolutions were confusing. I wish I could tell exactly what I was evolving
🎤 pirate-rob
01. Sep 2012 · 14:17 UTC
Yeah, if you evolve arms and legs and other stuff you tend to get heavier so wings stop working to well. Also your food bar has to be full in order for you to be able to mutate. Eating doesn't work when you are full.
infernet89
03. Sep 2012 · 11:04 UTC
Really liked the evolve system, but it need a description of every upgrade, imho.
juaxix
03. Sep 2012 · 17:30 UTC
It is pretty, the blue little fruits jumps from the grown flowers to feed the criatures of the environment...
I dont understand why are those criatures more evolutioned than me?, all I can do is eat and grow fast, spit on them and walk around, until I'm ready to be a coccoun (not staph ccocous!) , then I accept my new wings, I can reach the skies with other friends...wait, enemies!... oh they kill me like an old piece of evolution machinery xD
🎤 pirate-rob
03. Sep 2012 · 19:35 UTC
Haha, they tend to be passively violent toward you.
Kmad
04. Sep 2012 · 12:54 UTC
Plenty of good ideas, I liked how you incorporated the theme and how some evolutions would affect others (e.g. you needed to be light in order to fly). I did get stuck in the ground after evolving arms at one point and had to restart. There is plenty of potential for this to be developed further.
olav_st
04. Sep 2012 · 14:20 UTC
The evolution concept was cool, but the enemies didn't really seem to care if I attacked them.

Also, it would be nice if you could give the zip/exe the same name as the game. I like to download a few entries before I run them. And LD24.exe is not a very descriptive file name. I had to run it to figure out what game it was.
🎤 pirate-rob
04. Sep 2012 · 19:04 UTC
sorry I will change it soon. Also just jump to get unstuck out of the ground, I'm not sure why it happens...
Zelen3d
04. Sep 2012 · 20:33 UTC
Is this game possible?
It is pretty cool how you incorporated a whole underground ecosystem. The plants send their seeds and the seeds grow if you don't eat them, the pigs go around eating seeds, etc... I also liked how you should figure out what to evolve into for the best flying.
At some point I got 4 feet and I couldn't move.
Some feedback when you hit the enemy would be nice.
dj_pale
04. Sep 2012 · 20:36 UTC
A bit hard to get into, didn't quite understand the concept, but looks like a good start!
🎤 pirate-rob
05. Sep 2012 · 12:23 UTC
The trick s in the wording "You have to jump up to get out of the tunnels" You musn't fly out (I don't think it's possible to fly out)
mitkus
10. Sep 2012 · 18:03 UTC
I liked many ways I could evolve and a simple, understandable goal, but controls were not very good.
goffmog
10. Sep 2012 · 18:30 UTC
Would have been nice if the jumping was analog so you don't always have to jump your full height. The graphics were charming :) I could never manage to kill any of the flying guys.
Khayet
11. Sep 2012 · 15:14 UTC
Wow, you actually made a working platformer in GM lite. It was already hard enough for me to do it in the pro version!

Now, about the game:

What I liked:
-The evolution options seem to be really extensive and the character is really customizable, I was positively surprised when I evolved the first time.

-The graphics look really nice, I like the character's sprite (and how it changes according to the evolution choices)

What I didn't like:
-The background music is looping too fast. No sound effects.
-Attacking didn't do anything.
-I wasn't sure how to eat, graphical feedback would have helped.
-The choice of keys is poor. I play on a german QWERTZ Keyboard, so the z and y key are swapped, which makes playing this game very uncomfortable for my left hand.

Anyway, impressive work for 48h.
🎤 pirate-rob
11. Sep 2012 · 17:42 UTC
I ran out of time before I could make sounds, and I'm sorry for the "y and z" switch, I though I had forgot to program in something. Also I was pressed for time which is why I had no graphical feed back.
timtipgames
17. Sep 2012 · 06:25 UTC
I enjoyed exploring this!

I don't think that the upgrades necessarily need a more detailed explanation. I think its fun enough to see what happens (but they should then be more conform to expectations I guess).

Two things that I think the game would have benefited from are:
a) Some kind of indicator that you did damage to the enemies (I eventually killed them but meanwhile I wasn't sure if I even hit them).
b) An upgrade to the players overall damage.
As it is, it made me want to wait for the plants to grow new food so I can fully evolve instead of proceeding through the cave.

Once I changed my strategy from "go and kill everything" to "evolve first and kill everything later" it was actually way more fun to play.