Cellvelution by TrueDima
*You are a small cell in a harsh and dangrous environment. *
Defend yourself by killing other cells and getting 'survival points'. Your survival points equal to the amount of lifes you have remaining. You can upgrade your cell with your survival points and add new organelles in order to make your cell stronger.
You must survive as long as possible!
Ratings
| Given | 25🗳️ | 2🗨️ |
Anyway the concept seems nice
I bought sunlight energy and storage, both times the GUI disapeard.
I liked the mood and the concept of the game.
Am I missing something ?
Also there is nothing resetting the speed to 0 when no key is pressed.
Anyway, you can somewhat control the character by briefly tapping the direction in which you want to move and let it drift.
I didn't exactly understand what was happening when the game started, white things seemed to come towards me, and clicking them sometimes made sound. After a while they made some harsh sound and disappeared.
I read there was movement, but I had no points of reference except for the white things so I didn't know when I was moving.
More precisely: Hitmarkers when you/the things get hit would help, as would health bars for the white things.
A non homogeneous background would help with the movement feeling ungrounded.
The sounds could be less harsh.
The most important thing you should think about next Ludum Dare is the term 'player feedback'. When I attack an enemy, I need to see that the game recognizes my inputs. At the beginning I didn't even know enemies were actually taking damage. Give them a health bar, and the game would make so much more sense! Also, I didn't actually know I was moving around unless there were enemies there. Again, player feedback. The player needs to see that the game registers their inputs. Just add some sort of textures to the background. It doesn't have to be anything fancy. A simple color gradient would do the trick!
Lastly, the game doesn't actually pause when you open the pause menu! The way to do this in Unity is:
'Time.timeScale = 0;' to pause and
'Time.timeScale = 1;' to unpause.
Again, your concept is good but there are improvements to be made. You will probably not get the best score this time unfortunately, but try to keep these things in mind for next Ludum Dare and see how much you improve! Good luck! :)