Extinction Exhibition by free_napalm
Try to build a working ecosphere, and have as many co-existing cute animals as possible in this little world!
Give them the ability to fight, to swim or to fly. But watch out: The beasts are hungry. And so stupid, that some will go extinct because of that. Or because you gave the carnivores on the neighbour island wings.
Welcome to the Extinction Exhibition.
Give them the ability to fight, to swim or to fly. But watch out: The beasts are hungry. And so stupid, that some will go extinct because of that. Or because you gave the carnivores on the neighbour island wings.
Welcome to the Extinction Exhibition.
Ratings
| Coolness | 46% | 618 |
| Overall | 2.77 | 476 |
| Audio | 2.48 | 348 |
| Fun | 2.68 | 428 |
| Graphics | 2.68 | 447 |
| Humor | 2.75 | 172 |
| Innovation | 3.36 | 158 |
| Mood | 2.65 | 364 |
| Theme | 3.59 | 116 |
While the animals are fun for a while, their survival (or lack thereof) seems rather random and not directly related to the choices you make (unless you do something specifically to kill them). I strongly get the feeling that the game will always have 6 species max because they just keep killing themselves or dying randomly and there's nothing you can do about it. As such, there's no genuine challenge in the game, and just watching the animals do stuff gets boring after a while.
The wacky music is very fitting and adds a lot to the wacky atmosphere. The sounds also add a lot and makes the animals feel alive. When there a lot of animals, though, the sounds they make can become repetitive and very grating.
Graphics-wise, it's simple yet charming. The simple graphics have a lot of variety which makes the spectacle fun to watch, but the evolutionary traits are very unclear, and in every case I had to see them functioning before I realized what they were supposed to represent.
All in all, a fairly unique "game" that would work out better as a Flash gimmick than as actual game.
To have a bit of game time left, I decided not to label the evolutionary traits. I wanted the player to play multiple times, to learn and to think at which point he destroyed the ecosphere. Also I tried to create something where the player discovers features I did not think about, due to the high number of combinations. I don't know how many species may coexist, but my maximum is six, too.
I see why it doesn't feel like a game. If I had the time, I would have added goals (reach 6 species; get a creature with all traits; get a species that kills off 3 species) and got rid of too much stupidness/bugs. In that case it would be much more enjoyable probably.
Thanks for your comments.
Goals should provide some guidance for the player. I would have suggested a tutorial, but probably goals works too and I feel it's more addequate for the experimental type of gameplay you have.
Fanatiko: I am a fan of the GROW series (my favourite is GROW RPG), so thanks for the compliment.
Bvanschooten: I hoped the player would see which food they go for once they got new traits. If you give them wings, they will fly up to the cherries for example. Just the antler has no use sometimes, as they only hunt down tusk animals, which only hunt down peaceful animals.
Because I run out of time, exploration of these facts seemed to be a working way to get at least a bit of play time.
Same for events. I planned to have the water level rising sometimes, maybe have traveling carnivores like science4cake suggested. But I just did not have the time.
Thanks for playing!