Darwin's Island by shieldofvalour

[raw]
made by shieldofvalour for LD24 (COMPO)
You are the blue microbe. Your goal is to reach the right end of the level.

This ended up being more of a genetic computing demonstration than a game (look in the source code if you are interested).

The 'controller' object takes a set of 16 traits and creates genes by picking random traits and sticking them together.

Enemies can only acquire genes on spawn, not lone traits, so they acquire some interesting combinations.

Natural selection is implemented. Enemies that do damage to the player (or other enemies) get to spawn offspring instantly. If the game needs enemies, it will pick an existing enemy to clone and give a few new genes. Apart from dealing damage, proximity to the player gives an edge.

The three key parameters are:
global.gene_pool_size, which dictates the number of random genes are in play

global.traits_per_gene, which dictates the phenotype to genotype ratio

and genes_per_monster

Genes work in this game by modifying values already there. Genes can have positive or negative effects.

Try experimenting and influencing which ones spawn descendents.

Controls:
Esc - quit
Up - jump
Left - left
Right - right

Enemies:
The red microbes. Yellow-outlined microbes do contact (mucus) damage. Red projectiles will hurt you.

Friendly fire is on, so use your foes' shots and contact damage against them!

***Technical stuff***

Written in Game Maker 6.1

Known bug: random enemies disappear on spawn

Feedback

zx81
06. Sep 2012 · 21:23 UTC
Very nicely done!! Good effort!
jprogman
14. Sep 2012 · 21:58 UTC
I do see enemies that act differently each time I restart the game. I wonder if that was how you made the game work? Otherwise, it is a cool idea to have enemies of different attributes appear at those same spots.
Sheep
16. Sep 2012 · 22:07 UTC
It works okay, but could use some more gameplay elements. Good job.