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

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Evolve and Conquer

by skintkingle - Jam Entry

Evolve and Conquer, a 48 hour strategy game.
My Friend and i only had 48 hours of our 72 hour allotment, Our Sunday unfortunately was taken up by a Charity event.

Instructions are cycled around in-game before you start the game.

wasd to move the game camera around.
click the hands in the menu to cycle through the playable maps.
Click an amoeba and move it to a water, ice or lava pool to evolve into the respective elements unit. Bring an evolved unit back to your (or their) spawn point to split the advanced unit into 2 normal units. Both you and the AI move on the same turn and the AIs plans are viewable by you so plan accordingly. Space ends your turn as does the green play button. The red x will clear the path of the unit you've currently got selected.
F1 To toggle full screen
----Post-Compo Instructions----
Hold shift to speed the game camera up.
some more anti-ouch code to prevent getting stuck in obstacles.
When clicking past your move allowance for a unit the path to the maximum possible move is created instead of the game giving you the virtual finger.
2 new maps to play with.

The aim of the game is to eliminate the other player.

Please note that the XNA Framework is a required download for the game to work. If the game fails to start please confirm you have XNA Framework 4.0 installed in Add/Remove Programs.

If you've had the time to mess with the map editor and made something great, Let me know and upload the file somewhere and i might add it to the distributed version. :)

Downloads and Links




AdricZero says ...
Aug 28, 2012 @ 12:47pm

Couldn't really get very far with the controls. I also didn't hear any audio.

science4cake says ...
Aug 29, 2012 @ 6:16pm

I love this! I've only got two real complaints. You need a better way to get the controls info out there, even just being able to scroll through the control text would be better. I also had a rough time with terrain collision, it was easy to get hung up on shrubs, and sometimes tough to get unstuck.

Gidaio says ...
Aug 29, 2012 @ 6:22pm

This has the potential to be an amazing strategy game. Seriously. It lacks polish, and the controls are a little awkward. A tutorial would do this game good. Mr. Skintkingle, DO NOT QUIT DEVELOPING THIS.

DevWouter says ...
Aug 29, 2012 @ 6:42pm

Too make a lot of tries to figure out the controls, but this seems to be a game with potential. I enjoyed moving at the same time.

kibertoad says ...
Aug 29, 2012 @ 6:47pm

One of the least responsive controls I've ever seen in a game. Also ugly white background on cursor. Very slow gameflow. Could be developed into an interesting game; hope it happens.

BumpkinRich says ...
Aug 29, 2012 @ 6:51pm

You should put the instructions on this page or in a read-me so people can refer to them as they play as it's quite complex.

triliyn says ...
Aug 29, 2012 @ 7:18pm

The mechanics sounded very interesting, but both the scrolling and the round progression were too slow for me to get into it. I also ran into a weird bug in which the menu got inverted (i.e. it was visible when the game was unpaused and not visible when the game was paused).

Like many of your other commenters, I'd love to see you keep developing this.

skintkingle says ...
Aug 29, 2012 @ 9:07pm

As requested we will keep working on this game. I have been working on a post-dare release which has taken into account a lot of your comments over the past couple of days. It will be put on this page as a "Post-Compo" link next to the XNA Download when ready.

juaxix says ...
Aug 30, 2012 @ 8:04am

I love how the fried eggs move, and the map editor is a great feature.
But sorry, the game is very hard to control and understand, i'm sure you have good intentions but when a user try the things you wrote in the instructions and dont get any results it generates a big confusion and frustration...
The whole idea is wonderful, just need more time to develop it, cheers!

Rex Peppers says ...
Aug 30, 2012 @ 5:33pm

Couldn't get it to play. :-(

skintkingle says ...
Aug 30, 2012 @ 5:48pm

Did you make sure you had XNA 4.0 installed on your PC? Windows? What version?

DaveDobson says ...
Aug 30, 2012 @ 10:29pm

Interesting idea. I found the pace a little too slow for my liking - it might have been cooler to have it real-time with pausing rather than turn-based. The combat was kind of hard to manage - just random shots back and forth - but it would be pretty cool to build up a big army of dudes and go attack. It seems like it might be hard to beat the strategy of just reproducing as much as possible and letting the other guy come to you, but that would be pretty boring. The AI was quite competent (far better at the game than I was). The menus and art were appealing, and the sounds good. Nice work.

creative630 says ...
Sep 2, 2012 @ 1:17pm

Cool game, needs lots of polish but the idea is there.

jarnik says ...
Sep 2, 2012 @ 2:00pm

Nice concept, took me a moment to get a hang of the drawing path concept. Got stuck a lot when an enemy amoeba got stuck on a map edge, unable to move, thus not ending the AI turn.

brita_ says ...
Sep 2, 2012 @ 3:36pm

No windows here! So, obviously no XNA framework...

Kmad says ...
Sep 2, 2012 @ 6:18pm

This won't run for me, I've ensured that I've got the XNA framework installed but when I double-click on the exe file nothing happens. Evolution.exe appears in the processes tab of my task manager but the game isn't loading up.

skintkingle says ...
Sep 2, 2012 @ 6:23pm

That's weird, that's the exact symptoms of not having XNA.. strange. What version did you confirm you had installed? You need 4.0 installed.

Tyler says ...
Sep 2, 2012 @ 10:53pm

Your audio is surprisingly loud.

Kmad says ...
Sep 4, 2012 @ 8:32pm

@skintkingle - Sorry for the slow reply. I've checked my control panel and it says that I have both the XNA framework 3.1 and 4.0 installed. I'll try uninstalling 3.1 and reinstalling 4.0 and see if that helps.

Kmad says ...
Sep 4, 2012 @ 8:41pm

@skintkingle - I've tried uninstalling XNA framework 3.1 and reinstalling 4.0 but I'm afraid that hasn't helped. It created the content directory and then does nothing. I've tried the post-compo version and that isn't running for me either. Sorry I could be more help, the game looks cool.

skintkingle says ...
Sep 4, 2012 @ 10:43pm

@Kmad it created the Content directory? That should already exist. Please make sure you extract everything from the zip file before trying to run. Let me know.

rhaasken says ...
Sep 5, 2012 @ 12:01am

I can't play it. I get this when I run it: "Could not find a Direct3D device that supports the XNA Framework HiDef Profile."

I get this error when I develop games with XNA unless I change a setting by right-clicking on the solution in Visual Studio and changing properties (I think), so I don't think I can play your game :(

skintkingle says ...
Sep 5, 2012 @ 6:52am

hi Rhaasken, Thanks for reminding me of this. Please try the post compo version, it was compiled for the Reach profile instead. I forgot to change the settings before publishing and then made changes so i feel dirty uploading the reach profile version as the Jam entry as it has after time limit changes.

Kmad says ...
Sep 5, 2012 @ 7:25am

@skintkingle - Ah okay, for some reason my default zip extraction software wasn't showing the content directory (no idea why, it normally shows directories inside a zip fine) which was very odd. I tried another one and it extracted and ran fine. I thoroughly enjoyed it, got the hang of it quite quickly and I like turn-based games. I wasn't sure whether or not my units were evolving initially - they took a couple of turns to do so but once I knew that mechanic was working then it was fun. Good work.

Gabriel says ...
Sep 13, 2012 @ 7:41pm

I really LOVED this entry! It's very simple, yet fun, intriguing and has an elegant risk versus reward system through the possibility of splitting military units into more workers (a nice twist to the genre) and the rock paper scissor element logic (which combines nicely with the idea of the elements being resources spread through the map).

Here are some things I'd suggest:
-Scrolling doesn't help in this game, maybe it should fit in one screen to enhance the effect of seeing everything moving at the same time?
-Collision boxes could be much smaller, since movement precision isn't supposed to be a core challenge for the game
-Movement speed and walking distance per turn are kinda redundant balancing factors, so I'd accelerate the moving pace of everyone in the game for rhythm's sake, and use only walking distance per turn to balance the units!
-The IA is impressive for a jam game, but still lacking as it seems to completely ignore what I'm doing - and action / reaction is everything in your game's concept! Maybe you could add more enemies and make that a battle against quantity (the classic 'zombie attack' shortcut to IA). :D

Once again, I really loved the several natural risk vs reward game systems, which means a very elegant difficulty design. I truly hope you keep working on this game. Actually, if it's not too much to ask, please let me know in Twitter (@pixel_cows) if you ever make significant improvements on this idea, I'd love to play it! :D

Cheers from Brazil

Adhesion says ...
Sep 14, 2012 @ 7:28pm

Interesting idea but the interface needs to be clearer - there's a period where it seems like you can't do anything but I guess that's when the AI is moving? Length of allowable paths isn't clear either. Something like a map zoom (or a minimap) would be nice as well.

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