Rapid Evolution
Each time you die, you will gain a property from the enemy that killed you.
Controls are A and D for Left and Right and Space to Jump. The mouse can be used to aim and fire later in the game.
Rapid Evolution, death is only the beginning.
This is the first first game I have ever made. It is intended for the GameDev.tv game jam. I challenged myself to make all the art assets for this game. I am really happy with the way the Tilemap came out. Creating and animating my silly little pixel characters was a lot of fun. I have never used Libresprite before or made any animations, so it was great to learn about.
This is not a serious game, hopefully it will make you smile. A short but challenging platformer, it gets easier after each death.
Note: There is a minor problem with the ending. The player is meant to be pulled up into the beam of light, but it looks bad in WebGL. I have no idea why and there is no time to work it out. It's a shame because it looks really cool in Unity.
Status | Released |
Platforms | HTML5 |
Author | Freebooter Phantom |
Genre | Platformer |
Made with | Unity |
Tags | 2D, Funny, Pixel Art, Short, Singleplayer |
Comments
Log in with itch.io to leave a comment.
Clever idea! I evolved to perfection after four ancestors and the deaths of thirty-four beautiful, innocent creatures which I feel bad about now. Except some of them did shoot lasers at me, so how innocent were they, really?
Short but fun! I had a bit of trouble with the platforming near the end, but all it took was some confidence. The art is nice and I enjoyed the way the
enemiescreatures fell apart when they died, with their eyes rolling across the ground.WebGL seems to cause quite a few problems that don't exist in other versions of Unity games. I wish I knew more about how to avoid that myself. There's a short tutorial I found which you can try, if you're interested, but for myself it didn't seem to make any difference. How To Easily Fix Unity WebGL Game Export Problems
You don't know why they were firing lasers. That could be part of their reproductive cycle. Like pollen.
Seriously though, thank you for the link. I will check it out when I get back to working on this game. There is a lot I want to change and improve on, I have learnt a lot.
Thanks for the feedback.
Great game! The concept is great. Tileset looks good but the enemies and player fell rushed. It was interesting to see your stats at the end. I wonder if you can beat game without evolving.
If you are planning to update this game further maybe try making a metroidvania, but instead of abilities to collect you find enemies in diffrent areas to evolve further
Thank you for the comment. I know the enemies could look better, I am still learning so I drew them quickly to get them working in the game. I wanted to go back and have another go but there wasn't time. To answer your question, it is NOT possible to win without dying. There are certain jumps that require the Yellow Boots.
Since you took the time to share your suggestion, I'll tell you what my original plan was. Currently, the player becomes more powerful after each death. I wanted that to be true of the enemies too. Eg if you kill a red scrambler by jumping on it, next playthrough it will be able to jump; if you shoot a yellow jumper, next time it will drop bombs as it flies; and so on. So the player gets more powerful after each death but also can spread those powers to enemies killed. This would increase variety and re-playability. That's a long way of excusing the lack of checkpoints :D
That's an intresting idea. Are you going to continue working on this or will you join new jams or something?
Is this your first game?
Yes, Maybe and Yes. I recently finished the Gamedev.tv 2D Unity course and this Jam came along at just the right time for me to try and come up with something from scratch. I am also making a card game for Android. I would like to make a better version of this game because I have been having lots of good ideas. But it going to take a while because I want to re-do all the art as well as fix all the areas that I did the bare minimum on, eg the sound effects and the UI.