Anti-Automata by thegunmaster
I spent the first 2 days of the jam on 2 entirely different game concepts that ultimately failed,
so this final game is made from scratch in a single day. Here is a post about the other 2 ideas: https://ldjam.com/events/ludum-dare/42/anti-automata/$116174
I started off by making a general platform for cellular automata, and then constructed a custom rule set to turn it into an actual game. I have only tested this on chrome, and some things might work incorrectly due to different css behavior in browsers. Everything is made in pure html/css so without any canvas. I just did this because I am very familiar with html, so this was quicker to pull of for me, but performance might suffer a bit from it.
You can control the player by either using the arrow keys, or wasd. You shoot automatically by moving in a direction, but can choose not to shoot by holding space. (The space functionality was reversed in the past, but I received some complaints)

Thanks to selulance for providing the song: https://soundcloud.com/selulance/selulance-chip1-remastered And sancarn for helping with general ideas.
I will post some pics of the experiments of the first 2 days in the near future as well.
| HTML5 (web) | https://tarvk.github.io/Anti-Automata-LD42/build/ |
| Source code | https://github.com/TarVK/Anti-Automata-LD42 |
| Original URL | https://ldjam.com/events/ludum-dare/42/anti-automata |
Ratings
| Overall | 366th | 3.596⭐ | 54🧑⚖️ |
| Fun | 272th | 3.577⭐ | 54🧑⚖️ |
| Innovation | 289th | 3.5⭐ | 54🧑⚖️ |
| Theme | 109th | 4.096⭐ | 54🧑⚖️ |
| Graphics | 548th | 3.5⭐ | 53🧑⚖️ |
| Audio | 206th | 3.585⭐ | 49🧑⚖️ |
| Humor | 796th | 2.143⭐ | 44🧑⚖️ |
| Mood | 764th | 2.93⭐ | 45🧑⚖️ |
| Given | 50🗳️ | 32🗨️ |

So ye, part of the gameplay (including performance) was compromised by my idea of building it entirely as a cellular automata.
I am glad to hear you liked the looks though, that's always a difficult aspect for me :)
And also thanks for the nice feedback @lsd , @steffo , @huskitch and @tednesday
My only real problem is I kinda had a hard time distinguishing myself from the shot.
Overall really solid!
(edit: I now made the player shoot by default)
Destroying a bunch of the green cells is also super satisfying.
Shooting was a bit difficult, though.
Overall nice job!
Try our game too, maybe you'll like it)
I respect that you wanted to make everything automata-based for purity reasons, but in the end the player doesn't see the underlying architecture and would prefer more precise controls.
Overall i liked the game and enjoyed the few games i had of it.
The only downside was the difficulty to keep track of where you were in the constant changing of the environment. However, this is not a large issue.
The screenshake is very satisfying but I don't know if it is a bit laggy or the fact that you are transparent when moving but it feels like it could use a bit more feedback.
Well done for doing this in one day!
Great work, especially for a single day! I read your post-mortum and sympathise - I've experienced having to make a bunch of u-turns in a game jam before, but my game has always been better for it, rather than persevering with an idea that's just not right. I also find game jams go better when you follow the fun, if a mechanic is not working for you and you're not enjoying creating it, just ditch it man! It hurts because we humans are suckers for the sunk cost fallacy https://en.wikipedia.org/wiki/Sunk_cost#Loss_aversion_and_the_sunk_cost_fallacy but it's worth powering through!
Me saying I would've liked to shoot by pressing the space bar is for two reason: I want to be more in control and it makes it hard to see as shots, though cool looking, sort of blend with the player before they become their own entity making it hard for me to always track my player and making me hesitate as I think something is happening and I need to stop. :D I know I can simply hold down space and release when I want to shoot and it is more or less the same thing...just takes some getting use to
Initially the space behavior was totally reversed, so basically you had to hold space to shoot, not simply tap it. This is understandably something many people found annoying, and people that didn't read up on the controls often didn't even figure out how to shoot. So I thought the simplest 'fix' was to just swap it.
And @mediyaz indeed, it was really hard taking distance from the code I spent so much time on. And the sunk cost fallacy comes in play even more if you only have 3 days of course XD. I do think the ideas themselves worked, just not the execution. And that was not something I could fix in those 3 days.
Great job, especially considering you only had one day!
But I didn't understand the multiplier stuff.
Never mind, it was funny.
Great dynamics
I really liked the colors and music .... a little more polished would be a great game for iPhone
I'm on an older Macbook Air, and I did have performance issues when there was a lot of destruction to be done, just FYI.