Scaleshifter by loveapplegames
Scaleshifter
A jam entry by Loveapplegames. Written using HTML5 and WebGL.
A scaleshifter is an organism that can change size. Collect DNA to evolve progressively better scaleshifting abilities, enabling you to zoom deeper into the natural world. Shoot enemies and collect the food they leave behind to top up your energy.
Tip: the best way to collect food is to zoom out and shoot enemies from a higher zoom level (they are smaller than you and need less bullets). Then zoom back in to collect the food.
Best to use FIREFOX browser, and there are no touchscreen controls yet so play on PC or laptop.
Credits: - Boris - programming, graphics, game design - Val - sounds, game design - The background textures are downloaded placeholder graphics, so NOT part of the jam. Credits: texturelib and agf81.
>>Play the game here!<<

| Original URL | https://ldjam.com/events/ludum-dare/38/scaleshifter |
Ratings
| Overall | 551th | 3.091⭐ | 35🧑⚖️ |
| Fun | 341th | 3.242⭐ | 35🧑⚖️ |
| Innovation | 117th | 3.735⭐ | 36🧑⚖️ |
| Theme | 325th | 3.545⭐ | 35🧑⚖️ |
| Graphics | 643th | 2.667⭐ | 35🧑⚖️ |
| Audio | 424th | 2.688⭐ | 34🧑⚖️ |
| Humor | 332th | 2.733⭐ | 32🧑⚖️ |
| Mood | 501th | 3⭐ | 32🧑⚖️ |
| Given | 20🗳️ | 18🗨️ |
If you were to continue with this, I think you would probably benefit from going with a non-photorealistic background as it would clash less with the pixel art, and it might make sense to link your 'energy' to your firing, as there's no real drawback to continously firing at the moment.
Good entry!
I agree with @mrnyarlathotep about a non-photorealistic background being a good fit. The missiles seemed to be positions in camera space instead of world space, so they would follow the camera as I moved around. The difficulty seemed tuned well, it was quite a challenge but didn't seem unbeatable. Well, I am using a touchpad at the moment, and I couldn't beat the game, but with a mouse I'm sure it would be perfect.
The graphics instantly drew me in. Not sure if the movement is linked to framerate but the cats move around crazy fast and take a lot of hits to kill. Was only able to finish level 1 after getting a cluster of DNA spawn nearby. Second level got really busy all of a sudden. The mechanic is interesting, would've been easier to process if the powerups were visually distinct from the enemies or perhaps more like a triggered ability balanced out by power.
Here's a :cookie:
The only issue I had (which may be just because my laptop isn't very good so I'm not going to mark you down for it) is that the last level was really sluggish for me, but I still played it to completion regardless.
Killing the animals when they are big should probably be a tiny bit easier though (didn't really understand that I could kill them at first since shooting them didn't seem to have any effect)
I lost games because i can't find a DNA close to a zoomin tile :expressionless:.
It could be great to be able to sacrifice energy to force a zoomin/zoomout.
Innovative game ! Good job guys :slight_smile:
I liked the graphics of your game a lot right off the bat. Varied enemies and great use of colours. The backgrounds were interesting but not intrusive and didn't clash with the colours of the other sprites. The UI elements were sometimes pixellated.
As far as gameplay, I liked the idea of growing and shrinking the world. I think some fine-tuning would really assist a future iteration. Damage from enemies should probably be less when you outsize them (I figured at first you could just step on them to kill them without being hurt). I suspect grow/shrink tiles are randomly placed - they sometimes stacked up causing you to shrink, then grow again (or v.v.) and consume both tiles. Maybe if fewer were placed and they weren't consumed on use. To the missiles, it felt like their speed relied too much on the player's momentum. A lot of times they would just go sideways if you were strafing so it felt like i had to charge the enemy, back off and repeat leading to a lot of hits. One thing that also might help there is if the player took up a little less of the screen, giving you more room to see the action at the pace it's going.
I liked the sound a lot. Again, it was varied and sounded professional. The menu sounds added a really nice touch of polish, which is one of the things that really differentiates LD games imo. If time permitted adding some BGM would be the icing on the cake.
Thanks a lot for your submission and review of our project! Hope you had a great time and have success with your entry :D