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

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by WITS - 48 Hour Compo Entry

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




ExGenesis says ...
Aug 27, 2012 @ 12:23am

My favourite game in LD48 so far!

WITS says ...
Aug 27, 2012 @ 12:40am

Thanks! I might add to it some more after judging.

Nick Knowlson says ...
Aug 27, 2012 @ 2:19am

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.

WITS says ...
Aug 27, 2012 @ 2:35am

Yeah, I should've tried to get in a tutorial or help thing of some sort. Thanks for the feedback!

ElScootro says ...
Aug 27, 2012 @ 2:52am

Seems really cool. I got stuck doing powerups though.

WITS says ...
Aug 27, 2012 @ 2:53am

By powerups do you mean the menu that says "Evolve" at the top?

Raptor85 says ...
Aug 27, 2012 @ 6:24am

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.

gnx says ...
Aug 29, 2012 @ 8:24am

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.

wibblymat says ...
Aug 29, 2012 @ 11:30am

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.

WITS says ...
Aug 29, 2012 @ 11:31am

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.)

Nile says ...
Aug 30, 2012 @ 3:25am

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 idea what's happening. It's that fun.

sanojian says ...
Sep 1, 2012 @ 12:11pm

It hung a couple of times in Firefox but Chrome worked fine. Really nice ideas here and well executed!

Switchbreak says ...
Sep 1, 2012 @ 4:38pm

An interesting experiment, I wasn't able to get very far with it. After a bit the enemies seemed completely invulnerable.

WITS says ...
Sep 2, 2012 @ 12:24am

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... :/

AuxiliumGames says ...
Sep 2, 2012 @ 1:15am

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!

WITS says ...
Sep 2, 2012 @ 5:50am

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!

DaveDobson says ...
Sep 7, 2012 @ 5:01am

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.

lekochen says ...
Sep 9, 2012 @ 1:51am

For me the camera shake is a bit off. Besides that, everything is perfect.

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