August 24th-27th 2012 :: Theme: Evolution

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by eli - 48 Hour Compo Entry

**EDIT** Small update to compo version, fixing critical non-winnable crash, and SLIGHTLY TUNING two other things (monster spawn HP and a little aesthetic that was bugging me). For details check the github repo.

In "Bloodline", you assume control over a small developing population. How will your creatures be mutated? What will they evolve into?


My first roguelike-like-like, heavily inspired by the work of Michael Brough.

Made with Flixel and FlashDevelop. Background images taken from photos I took on the first day of the compo. Pixels made in GraphicsGale. Sounds made with microphone + Audacity, and Increpare's bfxr.

PS I used git this time and it was a dream. I didn't really end up needing source control (thankfully) but it was extremely easy to set up a private repo and then simply push it to github when I was done. Highly recommended!

Downloads and Links




Th3dz says ...
Aug 27, 2012 @ 3:12pm

only displayed a white screen for me... Couldn't play it.

eli says ...
Aug 27, 2012 @ 4:26pm

@Th3dz sorry, I can only assume Flash player problems and/or network with Dropbox? Maybe I'll try to find another place to host it. Thanks for trying.

YopSolo says ...
Aug 27, 2012 @ 5:20pm

cool game, i like the "bidididi"

@Th3dz just install flash player ;)

MadGnomeGamer says ...
Aug 27, 2012 @ 11:53pm

Another game that makes Flash crash...I think I'm going back to version 11.1 :( ever since i got 11.3 its given me nothing but BS

dr_soda says ...
Aug 28, 2012 @ 6:11pm

I liked the concept, but the gameplay felt really difficult. You have very little range on your attack, which made combat insanely dangerous.

agersant says ...
Aug 30, 2012 @ 9:25pm

Fun sound effects but very hard game. Evolution is also too slow :x

Jamin says ...
Aug 31, 2012 @ 8:12am

Kinda neat / clever. Go with whatever power-up keeps you least dead.


galman says ...
Aug 31, 2012 @ 12:26pm

Gribit Gribit! Nice sounds & graphics(I like the idea). Really fun concept :-)

eli says ...
Sep 1, 2012 @ 8:21am

Thank you all for the comments!!
Also thank you for the feedback. I hope to get better in these areas in the future. I may even make a post-compo version if I find some time.

timtipgames says ...
Sep 1, 2012 @ 9:56am

So far we have gribit gribit gribit and wadowadowadowah. I'd rather call it a miniminiminimi. Nice game. I really liked that I could choose which upgrade would be best for me. I couldn't observe any differences in the bloodlines though? Didn't like the graphics much but the game-play was actually quite funny.

eli says ...
Sep 1, 2012 @ 11:46am

@timtipgames > The upgrades do have an effect (each one different), but they take a few generations to really start changing anything. Therefore you can control which "direction" the bloodline goes, one small step at a time.

And actually I was saying "bidibidibidi", if that helps.

Colapsydo says ...
Sep 4, 2012 @ 12:29pm

I really like it.
May be the attack distance should have been increase a bit (against the small enemies there is just a 5 pixels margin). Add a dark ambient music, and I can play hours to this game just to see until where I could go.

caranha says ...
Sep 5, 2012 @ 12:05am

The idea of tying the upgrade path to the physical path you travel in the dungeon was really cool. However, other than the colors, I couldn't really notice how the player changed with each upgrade.

The three enemies where quite interesting, and I loved the sound effects.

eli says ...
Sep 8, 2012 @ 12:04pm

@Colapsydo > Because there's an end to the game, difficulty does not ramp up forever. So I opted to make it harder and make the player focus more on strategy (which mutation to go for). Yes it is hard, and I don't like my battle mechanic at all. A future version would have something very different. Thanks for the input.

@Caranha > each mutation has a different effect, and I tried to color code the different elements appropriately. Look for blue, red, and green in the game and you should get an idea of what changes. It does take a while to see an effect -- this was on purpose to make players explore without knowing exactly what does what. But the information is in there. Thanks for the feedback.

triliyn says ...
Sep 14, 2012 @ 1:54pm

Nice game! I don't think I ever really figured out what the blue powerups do. It looks a bit like a temporary shield when you attack? But since the graphic doesn't show unless you get hit, it's hard to tell how long it lasts.
It also would have been nice if the doors had the powerup colors on them instead of just the shape. A few times I went through the spiky door wanting the red powerup.

SFX says ...
Sep 16, 2012 @ 1:23pm

This was brutally hard, and I had no idea what each powerup did.

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