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

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Blocks eating blocks and evolving into more blocks

by Peltast - 48 Hour Compo Entry

BLOCKS.

Summary:

Explore the terrain and collect resources until your life expires; when it does, control shifts to another block-organism. After you've played through a generation of block-organisms, you get to play through the descendants of the previous generation, created by a pseudo-Genetic-Algorithm/upgrade system.

Your upgrades/mutations will be visible on your blocky children. Different mutations will benefit you in different ways, such as increasing speed, jump height, foraging range, swim speed, breath underwater, lifespan, and more.


UPDATE:

The feedback I've been getting is pretty unanimous in that the game is unclear/too hard. I can't fix that because of the 48 hour restriction obviously, but I will try to explain the things that are in the game.

CONTROLS:

- WASD to move
- Space to jump
- R to restart

The game is intentionally very hard at the beginning (though I think I overdid it). You die quickly so that you can get to the next generations more quickly, and experience the evolving portion of the game faster. Don't sweat it if you die a lot without getting any food; even if you only get food one or two times, you will still see upgrades in the next generation. On the flip side if you think it's too difficult, it might be that the map generator handed you a really terrible map. In this case refreshing/restarting may fix everything.

There are five types of terrain, and five types of food which correspond with them:

Jungle - Has dark green tiles that are impassable, and food runs away from you
Desert - Has no obstacles, but has very scarce food
Ocean - Swimming slows you down, and you can run out of air
Canyon - Has black tiles that you can fall into and die. This is where jumping can be useful.
Marsh - Slows your movement, and has invisible food that only comes into view as you get closer to it.


In later generations, your evolutionary progress shows in what look like food blocks that are on your block. The benefits of these upgrades mirror the challenges of the respective terrain.

Jungle food - Makes you faster, so you can catch food that runs away
Desert food - Increases lifespan substantially, and makes each food regenerate substantially more life
Ocean food - Makes you swim faster and gives you more air
Canyon food - Increases jump height
Marsh food - Marsh terrain slows you down less, and your search range for hidden food increases

Hope that helps somewhat.

Downloads and Links


Ratings

#271Theme3.15
#288Innovation3.05
#618Coolness46%
#645Mood1.93
#650Overall2.38
#697Fun1.90
#735Graphics1.70

Comments

rynti says ...
Aug 27, 2012 @ 4:50am

wat? made me sad :(

Peltast says ...
Aug 27, 2012 @ 5:05am

Was it that bad to play? D:

ASOT says ...
Aug 27, 2012 @ 5:33am

Collecting the blocks is too hard with the short time given. I wish I could play it hahah.

Brucef says ...
Aug 27, 2012 @ 5:34am

I like the concept here with being able to play multiple generations. One thing though is it seemed to me like the player would run out of energy and die before it could get to a food square thing almost everytime, and that was a little frustrating

Peltast says ...
Aug 27, 2012 @ 5:41am

Thanks for the feedback! This is true, sometimes based on the map you start with it can be really hard. For what it's worth, it should get easier after the first generation, as the game will give you stats that worked better the last time around. At least, that's the theory. :\

Zoomyzoom says ...
Aug 28, 2012 @ 6:13pm

would be coo if you added textures to the tiles! Still amazing :D

lekochen says ...
Aug 29, 2012 @ 3:09pm

It could be cooler if you give players some feedback, like show their speed and lifespan on UI. Or give them some objectives to achieve. Anyway still a cool sandbox system that fits the theme perfectly.

Peltast says ...
Aug 30, 2012 @ 1:36am

Yeah, I definitely need to learn to give users more feedback in my games. :S

Thanks for the feedback, much appreciated!

daydalus says ...
Aug 30, 2012 @ 1:41am

I like the concept - procedural world, evolving over time. however, I wasn't able to play for more than a few seconds since my life bar kept running out. Tried a few different worlds but every time I died before I could collect more than 2 or 3 other blocks.

Nile says ...
Aug 30, 2012 @ 1:45am

Looks like there is a lot of content, but a lot of it is inaccessible because of the time limit. It seems if you stand in the water/blue spots for a while, though, enough squares appear for you to survive and explore for a bit. Overall though, challenging and fun.

Thurig says ...
Aug 30, 2012 @ 9:11am

Too little time to get cubes:-) Nice idea.

nseward says ...
Sep 4, 2012 @ 4:28pm

Nice idea. The execution was good considering. I would look forward to seeing a more polished version of this.

Cake&Code says ...
Sep 4, 2012 @ 4:30pm

First time it was night impossible because I was surrounded by water, after reading that I might've gotten a bad random map I refreshed and I must say it was much better!

Also, once I figured out that the blue bar was an air-meter while in water I started surviving a lot longer. While some more feedback on stats would have been nice, I definitely felt that my block was getting stronger, which is awesome!

I hope you keep developing this system :)

pythong says ...
Sep 7, 2012 @ 4:35pm

the idea is nice, but i wish you would have had put some more effort into graphics. the first round, i didn't know what i was (same color lifebar and self), a few rounds or so later i didn't knew why i kept dying and/or why i couldn't go through darker blocks

kyyrma says ...
Sep 15, 2012 @ 8:00pm

I have very little idea what is going on. I never made it past the second screen from the beginning :D

matheod says ...
Sep 15, 2012 @ 9:01pm

Ouch, I start on a really hard map with lots of border :D
Food collision problem suprise me lots of time and make me die :D

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