August 19th-22nd 2011 :: Theme: Escape
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When I Was Human

by TheGrieve - 48 Hour Competition Entry

They've been experimenting on you! You feel...strange.
Evil Government(tm); are trying to wipe you off the face of the earth. You need to escape!
Get your blood pumping, the adrenaline might unlock your sinister new potential....

Downloads and Links


Ratings

#72Fun3.32
#73Theme3.61
#81Community3.25
#125Audio2.82
#149Overall3.19
#161Graphics3.16
#205Humor2.00
#250Innovation2.77
#311Coolness1%

Comments

Thores says ...
Aug 22, 2011 @ 6:32am

Wow I really love the dna unlocking system. The music is great too and I can't wait for Story Mode.

One complaint would be that whether the game is impossibly hard or ridiculously easy seems to be entirely up to the random level generator. Also super speed actually makes the parts of the game that require precise jumping *harder*.

In any case, really cool game, and I love the atmosphere of the whole thing. Looking forward to the post-compo edition.

deviljam says ...
Aug 22, 2011 @ 8:18am

Awesome game, well worth a go! Certainly distinct from most of the other entries!

dave84 says ...
Aug 22, 2011 @ 10:04pm

Very nice. The ability unlocking is a nice feature. The odd difficulty/impossibility spike but I think it adds to it.

dramble says ...
Aug 23, 2011 @ 1:18am

Not sure I've ever seen checkpoints in a survival mode, not sure that it works though either.

mcc says ...
Aug 23, 2011 @ 6:11am

Interesting, seems to demonstrate there's a lot you can do with the canabalt concept that hasn't been explored that I've seen. I liked how there seemed to be explicit "puzzles" here and that some of the power ups (like cheetah mode) hurt more than helped you.

Small things: The fact distance could kill you was not well telegraphed, the checkpoints remembering that you've lost health seems a little mean, it seems odd the game seems to go out of its way to give you "easy" stretches to build up distance but then as soon as you die you seem to lose all your distance?

TheGrieve says ...
Aug 23, 2011 @ 9:14am

Hi, thanks for the comments!

My intention with the power-ups is story-bound, in that whatever modifications have been made to the player character might not all be for their benefit. (Thus cheetah mode being a double edged sword)

Also, you only lose life when hit by the bombs, the intention here being that pitfalls only serve to bring you back to the checkpoint - closer to the bombs.

Your comments are much appreciated and definitely will help me with my post-comp updates. Thanks again!

RichMakeGame says ...
Aug 23, 2011 @ 11:56am

I think mixing health and checkpoints like that is a bit weird. health should refil when respawning- I don't know why I should get a game over when running out of hearts vs just respawning for falling off a building.. it makes falling off preferable to being hit, which I think is the wrong way round. anyway, it was pretty good fun :)

oh, on a small note: I think putting a hole right after the speedup powerup is pretty cruel!

ointment says ...
Aug 23, 2011 @ 2:03pm

It's weird how right after the player gets a speed boost, the level design becomes more about nimble jumps. Luckily there were some wide open spaces to run in after that.

TheGrieve says ...
Aug 23, 2011 @ 3:24pm

Hi ointment, thanks for playing.

The level generation runs off three sets of level segments, initially all segments are pulled from set 1, levels designed for slow methodical play. Once you unlock Frog, levels are pulled from the set 1 and set 2 pools, with set 2 containing larger jumps only possible with Frog.

Once you unlock Cheetah, the generation switches to set 2 and set 3. Removing the creation of anymore set 1 segments. Unfortunately, there is a certain amount of "read-ahead" in the generation. So some nimble jump segments can show up immediately after unlocking Cheetah, but should be gone after another segment is passed. (Each checkpoint marks a segment)

mcc says ...
Aug 23, 2011 @ 4:38pm

"Also, you only lose life when hit by the bombs, the intention here being that pitfalls only serve to bring you back to the checkpoint - closer to the bombs. "

Oh! Now that actually makes a lot of sense. It would be helpful if this were better communicated in the game-- if I'd realized this was the exact rule when playing I could have planned strategy around it.

HybridMind says ...
Aug 24, 2011 @ 1:45am

Made it almost 400 meters on my first go. I was happily surprised when I got the first dna unlock and thought, 'oh cool!' Had a good time playing and will try again since I've only played once so far. I eventually reached a weird set of ascending stairs that even with frog and cheetah I couldn't double jump high enough to escape the bombs.

KevinWorkman says ...
Aug 24, 2011 @ 3:40am

I usually hate games that resemble other games, but I think you added enough really cool features to make this a nice homage. Good work!

Arron Fowler says ...
Aug 24, 2011 @ 10:19am

I liked the power ups. With cleaner graphics and a bit more speed this could be really great. worth continuing with. good work

wally2069 says ...
Aug 24, 2011 @ 10:50pm

The checkpoint and health system were very odd. Falling in a pit only delays you but getting hit by bombs may cause permanent death?

The DNA upgrades were a nice touch. I would like to see a higher variety of these in future versions.

johnfn says ...
Aug 25, 2011 @ 4:33am

Nice game, nice polish. Make the controls a little more solid and it could be great.

Deraj says ...
Aug 28, 2011 @ 3:57pm

Very simple, but very fun. As others noted, the difficulty varies quite a bit and it seems like once you fall in a pit, there's little hope of recovering. The music is very fitting. Great job!

LegacyCrono says ...
Aug 29, 2011 @ 4:44am

Great game. The level generation could be improved in my opinion, sometimes it creates really annoying segments.

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