GODDAMMIT BOB, I TOLD YOU TO WATCH THAT DAMN HYPER CANCER! by turbo.torbo

"Bob man. Seriously. You had one job. ONE! I was only gone for a minute. I tought 'Whatever could happen in one minute'? Well I guess you happened, Bob. YOU JUST HAD TO WATCH THAT DAMN HYPER CANCER FOR ONE MINUTE! You know what that means? Millions of dollars down the drain. Decades of research for nothing. And worst of all: Humanity ist doomed, Bob. I'm doomed. You're doomed. WE'RE ALL DOOMED. Thanks Bob. Really man. Thanks for nothing. WTF." -Kate
Grow to freedom, little cell.
Controls:
Num-Pad 1-9 to stimulate cells.
R to reload.
Esc to quit.
Programming, Game Design: Till Balbach
Art, Game Concept, Game Design: Torben Bökemeyer
Music by poinl.
SFX by Little Robot Factory.


| Youtube | https://torbo.itch.io/hyper-cancer |
| Original URL | https://ldjam.com/events/ludum-dare/45/goddammit-bob-i-told-you-to-watch-that-damn-hyper-cancer |
Ratings
| Overall | 619th | 3.395⭐ | 21🧑⚖️ |
| Fun | 673th | 3.132⭐ | 21🧑⚖️ |
| Innovation | 397th | 3.417⭐ | 20🧑⚖️ |
| Theme | 724th | 3.118⭐ | 19🧑⚖️ |
| Graphics | 154th | 4.184⭐ | 21🧑⚖️ |
| Humor | 106th | 3.806⭐ | 20🧑⚖️ |
| Mood | 399th | 3.529⭐ | 19🧑⚖️ |
| Given | 12🗳️ | 17🗨️ |
The Notes were funny though :D
A practical problem: according to Wikipedia more than 15% of all Steam-Users have screen-sizes smaller than FullHD. Your game does not scale down to fit on their monitors (source: https://en.wikipedia.org/wiki/Display_resolution#Common_display_resolutions).
The confusing controls are by design - I couldn't tell you what does what either ;)
Tried to think....I lost.
Restarted and smashed number keypad.
Hyper cancer escaped.
Loved It. 10 out of 5
It'd be cool if it had a little inertia on the iterating, so it carried on cycling after the last key-press.

@nerdysl0th I agree, it's more of an experimental interactive toy. That's partially by design but definitely caused by us not having much time for this jam.
I believe I had around 16 hours to work on the code, @turbo-torbo was also pretty short on time.
If we did everything we wanted to do with this, we might have ended up with a proper level generator creating maze-like structures instead of randomly placed clusters of obstacle-blocks and some more intricate control-generation.
@johnnysix Great idea too! Our first (and obvious) inspiration was game of life, so autogrow was definitely a possible path. We do have a form of auto-decay when a block has less than x neighbours for y moves. Maybe cranking that up could have increased the challenge a bit.
With the potential of impossible levels we didn't want to end up making it too frustrating though.
Thanks for playing in any case :)
@thevideogamester Thanks! That was our goal - we had very limited time for this jam, so we tried to find exactly one interesting mechanic and run with it.