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A jam submission

Gagapalos: Darwin was wrong!View game page

Evolution is a lie, Darwin was so wrong!
Submitted by Lazy Frogs Collective (@Lazy_Frogs) — 1 hour, 47 minutes before the deadline
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Gagapalos: Darwin was wrong!'s itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#393.3333.333
Aesthetics#1103.0003.000
Fun#1532.3332.333
Scope#1552.3332.333
Completeness#1722.3332.333
Traditional Roguelikeness#2112.0002.000

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • * Cool monsters! * Funny trailer * Gameplay was lacking. Basic idea is good but needs some development.
  • A parody of the intelligent design arguments which shows just how hard it is to micromanage an ecosystem. You start off with producers, primary consumers and secondary consumers in roughly equal numbers, and the first challenge is obviously to prevent the loss of producers and the subsequent loss of everything else. While that is easy enough by feeding enough primary consumers to secondary ones and making sure to always reserve at least one isolated island for just the producers to retain a surplus, the addition of higher trophic levels makes things much more chaotic, and it becomes far harder to avoid extinctions, if only of the highest levels. Greatest chaos is when a different species of producers no-one else can eat arrives, and immediately starts to displace the original producers, growing to dominate the ecosystem unless siloed off in time. I am only using the species' trophic roles because that's the only part that matters. A species can be assigned any one of the dozen or so 3D models (including NSFW humans) with no relation to their trophic roles, so it's entirely possible to have snails living off sunlight while walking cacti are living off snails. This is matched by the aesthetics, which are suitably hippie/New Age. Lastly, it feels little like a roguelike, being a real-time ecosystem model with no single character and where procedural generation means next to nothing in the face of drag and drop. However, that does not stop it from being an amusing experience for a while.
  • While not a traditional roguelike -- this game has many "Spore" elements to it. Trying to figure out the rules was a lot of fun. I never did get the man-butt :)

Successful or Incomplete?
Successful baby!

Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Yes, we made this game between March 8 and 15 (while eating a lot of buckwheat pancake and not getting enough sleep...) as required! ;)

Do you consciously consider your game a roguelike/roguelite? (If not, please don't submit your game)
Yes, we tried to create a GodGame-Roguelike, because: procedural + infinite number of combinations + no save + permadeath. It's not about exploring a dungeon with floors, but an ecosystem with generations (our goal was to create a mutation system where species gain abilities, like eating the ground, or flying... but we didn't have time... classic gamejam story you know.). There is no progression between runs, so it's more of a roguelike than a roguelite. Isn't it?

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Comments

Submitted

Extremely bizarre, but enjoyed watching butts feed on eyeballs while giant cactuses ate their own, and that's definitely worth something. Worth a download just to see the strangeness of it all.