Cellvelution by TrueDima

[raw]
made by TrueDima for LD 44 (COMPO)

*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🗨️

Feedback

zubspace
29. Apr 2019 · 19:23 UTC
Hmm, I have a hard time controlling this one. I can stand still and hit targets just fine. But moving around seems to increase the speed infinitely... General problem?
Synadiome
29. Apr 2019 · 19:55 UTC
Same difficulties here @zubspace :/
Anyway the concept seems nice
🎤 TrueDima
29. Apr 2019 · 20:24 UTC
Hi! There was a issue with my Player Movement script :/ The speed was set to a very low value.
gilborn
29. Apr 2019 · 21:20 UTC
Moving speed is hard to estimate, because there is no texture on the ground (although it fits the cell-scale of the game), also some Feedback on hitting would have been great.

I bought sunlight energy and storage, both times the GUI disapeard.

I liked the mood and the concept of the game.
Sebastien Bourgeois
29. Apr 2019 · 21:24 UTC
I don't really get what i'm supposed to do, but maybe i'm too tired. Sometimes I click on white cells and i guess i'm attacking, sometimes it does nothing. The R to restart seems broken ?

Am I missing something ?
Chameleon
29. Apr 2019 · 21:26 UTC
That's not the issue. I've downloaded your source, and I think the problem with your script, is that you're using a RigidBody and adding +10 speed each frame. I think what you wanted to do was set the speed to 10, so it always moves at 10.

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.
Youpeoples
29. Apr 2019 · 21:28 UTC
Super nice concept and mood but its so hard to control :/
🎤 TrueDima
29. Apr 2019 · 21:32 UTC
Alright, I see what I did wrong here. It's the first game I've actually published, sorry for all the problems. Anyways thanks for actually playing it!
A_ColtZz
29. Apr 2019 · 21:43 UTC
Gameplay wasn't really good and a hard time getting the upgrades. But the concept is nice. If you have time check out my game too :v:
kristinnes
29. Apr 2019 · 22:40 UTC
I felt like the control froze on me. I like the concept tho, very spore-ish
toasteater
01. May 2019 · 07:04 UTC
The concept sounds very interesting, but due to the lack of a scrolling background and attack feedback, I have no idea if what I'm doing had any effect at all...
Jeljo
01. May 2019 · 22:44 UTC
I was intrigued by the concept, I enjoy the "start from nothing and work your way up" type of games.
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.
LuckyFeathers
02. May 2019 · 13:30 UTC
Cool idea! I actually thought about doing something similar. You have a good core concept here, but there are some issues with it.

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! :)