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

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Rise of the Meebas

by Jimjam - 48 Hour Compo Entry

Rise of the Meebas is my puzzle-platformer/sadistic torture app for LD#24 - Evolution.
Guide the Meebas through the caves and as they evolve, they will be able to take on increasingly difficult challenges! To pass each level, you'll need to find the exit and get one Meeba through.

Keys:
*Walking, jumping and flying controls are only available when the Meebas have evolved legs and/or wings
*Use the mouse to select and deselect Meebas. Click away from one to deselect. When nothing is selected, you can pan around with the arrow keys or WASD
*Roll, run and fly around with the left and right arrow keys (or A and D)
*Hold space to power up a jump, and let go to jump
*Hold space to fly

Other notes:

- I'm aware that the Meeba jumping is very laggy and a little broken, so apologies for that! Hopefully I'll get it sorted in a future release.
- Explanation for level 2: it's not broken :) You have to pan around with the camera to find an exit, then look for a second hive.

Downloads and Links


Ratings

Coolness73%
#132Theme3.53
#135Graphics3.61
#223Mood2.94
#242Audio2.77
#251Humor2.43
#301Innovation3.03
#434Overall2.86
#576Fun2.33

Comments

Ragzouken says ...
Aug 27, 2012 @ 8:58am

I really can't work out what to do after moving to the second level - I seem to be in an enclosed room with no exit?

eyehawk says ...
Aug 27, 2012 @ 9:05am

Love the look of this game - very creative! I couldn't figure out how to stay alive for more than 3 seconds though. Also a suggestion on the music: the church bells are really grating after a while, I'd reduce the volume on them or replace them.

Jimjam says ...
Aug 27, 2012 @ 9:06am

Ragzouken - I've just added an explanation in the notes above - it appears that 2nd level is quite confusing, so have a look. HINT: Pan up :)

Baburo says ...
Aug 27, 2012 @ 9:15am

Couldn't get past the second stage. Found that there was a hive above, but neither of the meebas jumped when I pressed space.

aschearer says ...
Aug 27, 2012 @ 10:07am

I was never able to figure out how to jump. As a result I couldn't clear the second level. I was also unable to figure out how to restart the game short of refreshing the browser. Aside from that, the game has an interesting style with the churchbells in the background. It's just a shame I can't explore it more!

Jimjam says ...
Aug 27, 2012 @ 10:21am

Thanks for trying guys, I should look into clarifying some of this stuff in game. You don't need to jump in the second level - find the hidden hive above in the darkness, and click on a Meeba to have it drop down. Then roll it to the exit on the right.

Vordux says ...
Aug 27, 2012 @ 5:33pm

It was a nice concept, good consistent colour pallet across the board. Nice to see a unique use of unity, You have some implementations that I haven't seen in the other unity games here.

The main audio loop is a bit annoying after some time. The sound and atmosphere you were going for was achieved though, so no worries.

Overall, cool concept and gameplay!

1176Studios says ...
Aug 27, 2012 @ 5:39pm

love the game, would like to see this as a full game

Brassawiking says ...
Aug 27, 2012 @ 5:40pm

Really liked this one. The atmosphere is really creepy and dark, like the evil twin of Lemmings. I missed some cooperations, right now you just sacrife all the others for the one supreme being.

Jeremias says ...
Aug 27, 2012 @ 5:48pm

Interesting concept but it needs more variation in the use of the gameplay mechanics, e.g. puzzles where the player needs to make more thoughts.

You should make the level's border clearer, so the player isn't forced to scroll somewhere around until he finds a black screen. Additionally a zooming-out-functionality would be nice. I think that's the part which "breaks" the gameplay for the other guys. The camera is too close to the level.

Good job on audio and graphics!

I beat the game :)

Jimjam says ...
Aug 27, 2012 @ 6:49pm

Thanks guys, this is some great feedback, and thanks for the compliments.

Jeremias, I think you've nailed some of the fundamental changes that have to be made, so thanks for pointing them out. I'd made a note of some of them, but I think what you suggested would really help. Ta!

chamberlainpi says ...
Aug 28, 2012 @ 11:20pm

I've got the same problem as Ragzouken, can't figure out what to do. I didn't know rolling around killed my Meebas so easily! The music was ok, strange use of the church-bells, but graphics were pretty awesome. The background seems like it was actually quite bumpy, but was that just a bumpmap, or the actual shape of the geometry? Cool regardless!

tdsmale says ...
Aug 30, 2012 @ 10:48pm

I liked it a lot! Great music & atmosphere all round.

Per says ...
Aug 30, 2012 @ 10:50pm

A very beautiful game!
It was difficult for me to understand what to actually do in the game though :)
Looking forward to play a post-compo version. Good job!

plule says ...
Aug 31, 2012 @ 8:41pm

Nice, thanks for the tip on the second level. Sinister mood. BTW it needs more diversity, but he, 3D 48h game.

zx81 says ...
Sep 1, 2012 @ 12:29pm

I like the atmosphere and the bells' sound. Good concept.

Yoni says ...
Sep 3, 2012 @ 8:02pm

Awesome graphics! The sound was really nice at first, but then it got a little tiring.. and the volume of the chimes is really high. Love the use of the theme, but the stages are tricky and a bit slow, while the meebas die quickly without giving much chance to move ahead.

Sep 3, 2012 @ 8:17pm

Fantastic graphics and atmosphere. The concept was nice and lemming-like. I got completely stuck at the jumping puzzle, not even the puzzle, I couldn't coordinate the jump at all. So I quit there, after 10 tries, I'm sorry. A post-compo version would be awesome!

mohammad says ...
Sep 3, 2012 @ 9:49pm

was good.
graphics are good.
didn't have enough patience to play it all.
no restart button.
was a durability bar really needed?

Jimjam says ...
Sep 3, 2012 @ 10:03pm

Thanks guys! Am definitely keen to submit a post-compo version as soon as I get time to fix up some of those bits. So far I've added a mouse wheel camera zoom, level shroud, and a few graphical tweaks, and jumping is a priority. As Christina pointed out, it definitely needs some work. I'll tone those church bells down too, they're quite jarring!
Thanks to you all for playing!

Jedi says ...
Sep 5, 2012 @ 7:36am

Love the graphics, 5*!
This game would have great mood if the music suited it a little better.
As for the gameplay, I see what you were going for and I had some fun beating it. However, there isn't strategy or puzzle solving with the game as it is. There's a little, though, which is great!.

*SPOILERS(?)*
For instance, when you need to evolve legs the first time, if you just run each one to the exit, they die. That's fine; it's a challenge and you need to overcome it. If you just shimmy each one back and forth though, you'll evolve legs faster and can beat the level. The problem here is that it doesn't "seem" like I solved a puzzle; it seems like I found a bug and had to take advantage of it to move on. For what reason (in the game-universe) would shimmying be better than running?

I like the later levels where you need to figure out in which order you will kill your meeba's off, but the game quickly becomes a one-trick-pony in the problem solving department. Maybe there could be more possibilities if you had to do more than just reach the end. Like, one Meeba has to bring a key to another before dying, the other opens the door remotely but dies before another Meeba can actually go through. Maybe you could greatly improve the controls and play up a platforming aspect, too. I'm just thinking out-loud, here.

Anyways, it's a really cool, innovative mechanic where you have to kill off some of your creatures to reach the end of the level, and I can kind of see the theme connection. I hope you keep working on this!

Jimjam says ...
Sep 5, 2012 @ 4:05pm

Wow Jedi, thanks a ton for that feedback! That's incredibly helpful, and you've really managed to get at the core of what I also feel is mostly wrong with the design at the moment - hell, you've articulated it better than I thought I had it in my own head!

I definitely felt creatively bankrupt with the puzzles in the end, but as you've suggested, there is the start of something cool there, and it was because of that that I carried on with the idea.

The one-trick pony thing is particularly true, especially with having the Meebas fall to develop wings. Obviously this started as a means to forcibly (although kinda boringly) show the player *how* to develop wings, but unfortunately the puzzles never really got to a point any more sophisticated than that. Same with the legs one - there's too little direction - and though you can't really not develop the legs, there's nothing guiding you there. There was always this great puzzly idea on the tip of my tongue, but I didn't give myself enough time to flesh it out in the beginning, which is a pity.

Anyway, I like these ideas. I'll work on it some more tonight. Probably with the dangerous intention of letting the gameplay come about as I go in a freeform way. But heck, this is Ludum Dare, and when else can one be totally experimental?

monomanio says ...
Sep 13, 2012 @ 3:48pm

Cool :)

ratking says ...
Sep 15, 2012 @ 2:26pm

Nice idea, after the hint with the second level I even could play it through!

pardue says ...
Sep 16, 2012 @ 9:30pm

It was a little confusing at times, but the graphics are nice and the gameplay is pretty fun.

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