August 24th-27th 2012 :: Theme: Evolution
Transmogrify is a shmup in which both the player and enemy evolve. The enemy adapts to how you fight it, and as the player you can add to your bullet pattern.
Arrow keys move, Z shoots.
This is an HTML5 game, in case anyone's curious. Part of the reason I made this was to test a library/engine I just started working on that's similar to FlashPunk. If you're interested just take a peek at the source.
NOTE: If the enemy seems invulnerable, get closer to it.
Downloads and Links
Ratings
#90 | Innovation | 3.58 |
#132 | Theme | 3.53 |
#217 | Overall | 3.26 |
#272 | Audio | 2.68 |
#289 | Fun | 2.95 |
#300 | Graphics | 3.11 |
#452 | Mood | 2.47 |
#904 | Coolness | 28% |
Comments
Pretty cool, I really liked it! The one thing I would say is it needs some more instructions on things like what the powerups mean, and why you have numbers flashing on you.
Yeah, I should've tried to get in a tutorial or help thing of some sort. Thanks for the feedback!
The powerups were a little confusing, not entirely clear what the differences were between them, i like the concept of powering up when you die though. In firefox it lags quite a bit when the round menus come over the screen.
Kinda like distilling the space shooter to its bare essentials here.
Once I figured out the upgrades the idea became clear and I had quite a bit of fun playing. Little visual touches also make the experience very nice.
Couldn't work out what the "step" value did.
Got lots of upgrades all at 20 degrees so I couldn't get hit, second guy was still invulnerable behind his shields. Boring! Was deliberately getting killed to get more upgrades but nothing worked.
Refreshed the game... got an invulnerable enemy on the third level instead.
Didn't have time to add more help to the game, but the shields go down when you get close to them. Also, the step value is where in the bullet cycle that the bullet will be shot. (The number on the player is where you currently are in the bullet cycle.)
This is definitely the most fun game I've played. To be honest, I have no idea what's going on. But I suppose that's the point of an evolution game. The degrees modifier thingy? No idea what that does? More flak? Ok sure. Don't know if they do anything but I like messing around with them. Creative, fun, nice sounds, very innovative. And again...no idea what's happening. It's that fun.
It hung a couple of times in Firefox but Chrome worked fine. Really nice ideas here and well executed!
An interesting experiment, I wasn't able to get very far with it. After a bit the enemies seemed completely invulnerable.
The enemies can never be invulnerable. You just have to get nearer to the shields, and they'll go down. I wish I'd had time to add a tutorial or help of some sort in-game to explain these things... :/
I think some of the really cool things in this game are being missed. I understood the step/degress etc thing, and thought that was intuitive out of the gate, no need for explanation.
However the shields thing (getting close) was not intuitive lol :D I was trying to figure out why certain things were not working, but that makes sense of it.
Maybe instead of help, just output "Too far" or something instead of a damage number when the thing gets hit.
I think this game has a really good feeling to it, and overall it's very good. The player sprite could obviously be better lol :D Even though the enemy sprites are simple they work very well, and something similar with the player would go a long way. The sound is good and I wouldn't change anything there, the level and sound are very much in sync and the sort of churning sounds you end up with when shit gets going really fast at the end of a fight is a good effect.
Lastly, if the default mode was the winner evolving, I think that would have a lot better flow because then as the enemies get harder your choices matter, and are a reward for doing good, not for doing bad. Otherwise you can suicide a trilliondy times and just win. Plus if a player loses, they will be eager to try again, and this time try out some different tactics to get further.
Great game overall. I think it's hard to get a good coherent feel like you have between the graphics/sounds/mechanics, and you have some original and fun ideas. Great stuff!
Ah, didn't think about a "Too far" indicator, that's brilliant! Changing the default mode to the winner evolving also sounds like a good idea, and I could just rename the current default mode to something else. Thanks AuxiliumGames!
Very cool look and fast and fun gameplay. The evolution and combat don't make a ton of sense at first blush, but it's still a good time. It would be a bit more fun if there were some more strategy to it. It seems like you can evolve any ability at any time once you die, so there's little reason to hold back in this case. But fun and sharp looking; I really liked the modular nature of the enemies - very cool and very clever.
For me the camera shake is a bit off. Besides that, everything is perfect.
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My favourite game in LD48 so far!