Cheela by Shakedimus
I wanted to make a game based on evolution and sacrificing the weak to make a superrace, spartan style ;) I ended up making something RTS-like game because this way you can control and kill off a lot of characters which is needed to have enough generations to 'evolve'. I ended up making the bare minimum but I'm still proud of implementing everything like selecting multiple units from scratch. Hope you have fun.
CONTROLS:
- drag left/ right mouse: select single or multiple units
- click left mouse: move to location
- click right mouse: move to location but if enemy is in range attack
- if a unit is attacked it will automatically fight back
-'R' to reset during game ( because the genes are random, bad luck can give you a very bad starting position)
GOAL: - the 'pits' in the left bottom and top right corner can be used to kill off units but you can't fall into the oponents pit - the numbers on top of the units represent their attack power - the longer a unit lives the more its 'genes' will affect the next spawned unit's attack power - the number inside the pit represents the 'average attack power of the gene pool': simply said the higher this number the more chance of the next unit having a high attack
More explicitly: the 'average attack power, is determined by multiplying each units attack power by the time it is living and adding these together and dividing by the total time lived. Also a number of dead units are still taken into account, with the time they had lived. So in a formula av=sum(Ai*ti)/sum(ti) with Ai and t_i the attack power and time alive of unit i. The next spawning unit is determined as a combination of two units plus some mutation chance. The longer a unit has lived the more chances it had to 'mate' and the more chance it will have to be a 'parent' of the newly spawned unit.
WIN: - be genetically superior for 15 generations, the average attack power should be higher than your opponent's
Please give me some much needed feedback ! Harsh > dishonest ;)
Disclosure: I have changed the win condition a bit to make it a bit more playable
| Windows | https://shakedimus.itch.io/cheela |
| HTML5 (web) | https://shakedimus.itch.io/cheela |
| Original URL | https://ldjam.com/events/ludum-dare/43/cheela |
Ratings
| Overall | 1035th | 2.28⭐ | 27🧑⚖️ |
| Fun | 1021th | 2.2⭐ | 27🧑⚖️ |
| Innovation | 627th | 3⭐ | 27🧑⚖️ |
| Theme | 866th | 2.88⭐ | 27🧑⚖️ |
| Graphics | 960th | 1.74⭐ | 27🧑⚖️ |
| Audio | 652th | 1.833⭐ | 26🧑⚖️ |
| Humor | 851th | 1.9⭐ | 22🧑⚖️ |
| Mood | 978th | 2.095⭐ | 23🧑⚖️ |
| Given | 23🗳️ | 22🗨️ |
There are also some polish problems, particularly the frustrating fact that the restart button doesn't work. Also, the sprites of the units look a bit strange, but remind me somewhat of Conway's Game of Life (intentional?). I would also recommend spending more time considering fonts. You have chosen to use a pixelated font, but I see no reason for that in the game, particularly with the absense of pixel art. The game feels a bit spacey, so maybe a clean, sans font? The font colours also make the text hard to read, particularly the numbers on the enemies (white on light gray). You have done some nice polish however, particularly the subtle change of background colour, which is quite nice and adds some graphical interest. I would definitely recommend investing more time learning art techniques though, as some of the art in the game is ... meh. You're coding is certainly more advanced than your art, so perhaps you could team up with someone and work on programming?
Honestly, the game needs some work before it is really playable. The game's been running in the background whilst writing this review and the gameplay still isn't over, leading me to suspect that either there is no lose condition, or losing is tough to achieve. Either way, as an evolution simulator / puzzle / strategy there should be some challenge, and as it stands, there doesn't seem to be a way to lose. I'm not so sure about winning, as I don't really know how to play, so no comments there. My main recommendation is to keep developing as this is the best way to gain experience. Don't give up! :thumbsup:
Hope this isn't too honest, and most importantly, I hope this helps. :wink:
EDIT:
Oh hey. I'm dead. Well then, maybe some form of increase in difficulty or balance the game a bit. If the game can be completed with inaction, then the game becomes quite boring to 'play'. I would definitely recommend forcing the player to do something. The player's action should improve their situation, whilst inaction does the opposite.
I found the music to be a bit too repetitive. Personally, I feel that if you're adding something to your game that's not adding to the game's quality or even drags down other aspects of it, it may be worthwhile not adding it. In this case, I think your game would have been better without the music. The music kinda demands attention and really it's not the thing that's worth paying attention to in this game.
I don't mind the art, the art actually doesn't demand attention and it lets you focus on the main bit of the game, so to me that's less of a problem.
But yeah, the gameplay felt possibly a bit to slow/simple. As I said, only one trait to breed for, it meant there weren't really any complicated decisions that needed to be made, nor was the game fast enough that I had to make difficult choices quickly.
I hope that helps! It sounds harsh but don't be discouraged, I think this is not many steps away from being able to become an interesting game!
I'd like it if I could "retreat" more safetly - like if there were some walls I could go hide behind!
Once I understood what you were going for I think it was fun - it just needs some UI polish to make it so the user isn't confused at the beginning.
The art and the audio didn't help, but as it has been mentioned before, I don't really mind that since the problem focuses on the gameplay.
However, it is still a working game and it is a really great thing that you participated to the LD! All the feedbacks aren't there to discourage you but to help you make better games, and I'll look forward for the next ones :D
Maybe show the life on the different units, many times I did not understood why my unit died while it had a better attack than the enemey (and they spawned around the same time) so showing the life would be a nice addition
The RNG at the beginning is frustrating as hell: how do I do when my 4 units I begin with have around 50 when the enemy has 3 around 70 and 1 around 50?
Finally, the art and the audio were not great (for the music, quickly repetitive) and you notice it even faster than usual as you quickly focus on the game's downsides.
On a brighter note, the idea is interesting and could lead to a cool game.
Overall, it is not a great game but RTS are really difficult type of game to create and you did a good job doing one in such short time. I think if you can adjust with all the feedbacks you reveived, it can be a cool game.
Ultimately, my winning strategy was literally running away from the opposing AI (and an occasional cheesing where I dropped a unit to the bottom right of the opponent number grid, making a lot of newly spawned AI units fall into the square). That's....kind of an interesting statement about a population.
Kudos on doing things from scratch! You definitely didn't make it easy on yourself by implementing selecting units and issuing commands from scratch. 3 days can disappear quickly to technical issues when there are so many problems to solve.
This concept was innovative and fun once I understood it. This main problem I had was there was little feedback on what was going on, which units had the most influence on the breeding? I think there would be more gameplay if you could choose to selectively breed units instead of it being seemingly random.
A tutorial on how to play the game would have been useful because I really had to read the description thoroughly before understanding what to do, leaving out the technical details in the beginning and just how to play would be better.
Good job on the implementation though, I did an RTS for LD41 and it is really a lot of work to do unit selection and formation correctly. I think the controls could have been better though, selecting with left mouse button and having it work as a cancel selection button would be better because now I tried to cancel my selection and moved all my units to an unwanted location.
The few times I played I seemed to win kind a out of nowhere, I feel like I was losing on the map in terms of overall strength, but by sacrificing the weak it sent my gene pool high enough to win.