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

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Evolution of Man

by tupperwarespoon - Jam Entry

"Evolution of Man" is five differnt genres of games from simple platformers through to a third person shooter. The game tells a story of the evolution of games through these different genres.

Controls change in each world:
1st world: WASD or arrows
2nd world: WASD move, space to jump, hold shift to sprint.
3rd world: WASD move, space to hit, ctrl to pick up.
4th world: WASD move, left click to fire, space to open doors
5th world: WASD move, left click to fire

The game runs best in Full HD, other wise occasionally some objects get left off the screen to the left.

Game was made in Unity, using only free or open source tools, and 1 creative commons font. Made by Duct Tape Games, a 3 man indie development team.

WebPlayer version doesn't seem to want to show up, but its at:

Downloads and Links




sP0CkEr2 says ...
Aug 27, 2012 @ 10:43pm

I liked how you showed evolution not only from human characteristic but in gaming industry as well. Simple 2d maze, to platformner, to fps. Could not figure out how to get out of the room once I got the gun tho?

Nice effort!

delVhar says ...
Aug 28, 2012 @ 1:05am

Spacebar open the doors in the FPS level.

Ragzouken says ...
Aug 29, 2012 @ 9:04am

Cool idea :) I got stuck on the fighting level - just kept getting pummelled, and then I think I got stuck off the screen :(

The music gets annoying fast :P

Griz says ...
Aug 29, 2012 @ 9:28am

This game is an really unique experience. Loved the fps part :).

Huchickut says ...
Aug 29, 2012 @ 9:56am

So obviously there is no way to get blood off your eyes in the future? I don't see a thing! :D

Anyway, great game, good ideas!

Robotic says ...
Aug 29, 2012 @ 9:56am

Nice, I thought too about doing something related to video game evolution, but I wouldn't have done it this well :)

GreyShock says ...
Aug 29, 2012 @ 10:15am

Great parallelism of man trough videogames history! Nice that X to not die :P

However, controls are a bit painful...

infinitedog says ...
Aug 29, 2012 @ 2:18pm

Congratulations man :D! You developed 5 different games and let me visit the videogames history! I love the last QTE :D.

delVhar says ...
Aug 30, 2012 @ 12:11am

Hey guys, I was one of the programmers on this, just addressing a couple of the issues:

Fighter Level (AKA Double Dragon level)- Spawning off screen.
If you die, on some (all?) resolutions you will spawn off screen to the left.
Not sure how it happened (worked fine during dev), but you should be able to walk back on. The "next screen" triggers are also a bit off screen to the right.

Third Person level (AKA Shitty Console Port level) - The "blood" is your health indicator, it will fade if you stop taking damage for a few seconds. Most of the walls in the level will provide adequate cover to stop the enemies from being able to shoot you.
Unfortunately I forgot to set the health back to full at the start of the quick time event, so if you are at low health when it starts, it will be a pretty crappy experience.

Sorry about that, we unfortunately ran out of time do do much polishing.

arzi says ...
Aug 30, 2012 @ 12:14pm

I think the idea of videogame evolution was pretty good, but I'd also liked to see a bit more interaction between the sequences, eg. picking up a weapon in the 3rd level and being able to use it in the 4th.

Also, the controls were a bit wonky.

Aug 30, 2012 @ 12:49pm

Ambitious game but very difficult. I really like the evolution of games as well as man

linkzns says ...
Aug 30, 2012 @ 1:00pm

I love the way that you show the theme, got stuck in the fighter level a little. Nice Effort

imef says ...
Aug 30, 2012 @ 7:40pm

I loved the concept! Very few people have done evolution from 2D to 3D.

Aug 30, 2012 @ 8:03pm

I'm sure it would've been good later on but the second level was wayyyy too annoying and he moved so slow. Also, if you're going to make the player download a standalone build, you should put some effort into making icons and the config dialog banner. And there was no pause menu so I couldn't free my mouse cursor unless I force quit the game.

I think you need some more polish and you need to take full advantage of Unity's functions and capabilities.

samoojamies says ...
Aug 31, 2012 @ 3:52pm

Really nice idea and implementation not bad either. Many different scenes so it doesn't get boring.

Jedi says ...
Sep 2, 2012 @ 3:13am

What an awesome take on the theme and an amazing technical undertaking!

The only downside to your approach is that each of the levels ends up feeling a little rough and unpolished - but I'm pretty amazed at how much you managed to get done in 72h!

AdamHarte says ...
Sep 2, 2012 @ 6:35am

the double machine are so OP its awesome :D

localcoder says ...
Sep 2, 2012 @ 6:39am

Wow, this is very ambitious. It could use a lot more polish, but what you've built here is impressive.

The future is a quick time event? Q_Q

dj_pale says ...
Sep 2, 2012 @ 1:18pm

Good job in getting a lot done, funny take on the concept!
Difficulty curve was also quite good. Could have wished for some more evolution in the sound, too short sound loops :) A couple of small issues: Respawned outside screen in level 3. Hard to detect doors in the FPS level.

kibertoad says ...
Sep 7, 2012 @ 11:48pm

Terribly unpolished, but impressively ambitious.

zakchaos says ...
Sep 15, 2012 @ 10:40pm

Well Done, I particularly enjoyed the platformer section. Excellent use of theme!

iandioch says ...
Sep 16, 2012 @ 10:04am

Interesting idea. I liked the maze game, got through it without incident. But on the platformer, I fell through the floor once, and that led me to fall infinitely. Then, when I played through it again, the game crashed when I reached the flag (Playing on Windows XP. Third time lucky? Nope. It crashed when I reached the flag again. I would love to have been able to play the later games, but I can't :(
On a side note, the controls in the platformer felt a little floaty, and the camera was too zoomed in and scrolled a bit too slowly, especially when you were falling.

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