This was very nicely done! Having to leave one specimen alive definitely adds a neat wrinkle to the formula, and constantly changing up your arsenal is a great way to keep the game interesting.
My only complaint is that the rifles (the ricocheting ones) were more of a hindrance than a benefit because of their tendency to bounce and hit targets you were trying to keep alive. Trying to keep track of what moving targets they'll hit after the first ricochet is very tough.
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Mitosis's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #156 | 4.164 | 4.164 |
Design | #192 | 4.053 | 4.053 |
Originality | #287 | 4.147 | 4.147 |
Adherence to the Theme | #324 | 4.293 | 4.293 |
Ranked from 75 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Great concept, fits the theme fantastically. What I like most is that it modifies the usual challenge of shooting games from "kill everything" to "kill almost everything", so you have to be much more tactical about your shots (especially with the green, biological weapons which ricochet everywhere). This has a level of polish that is rare for a jam game.
The concept is super interesting in this, and the sound design and artwork really sold me. Great work!
Interesting concept but it might've been held back a bit by the theme. Sometimes you end up waiting 15+ seconds because you luckily obliterated all but one small enemy and the threat level stays relatively low for a long time. Maybe goals of different amounts of cells could lead to less waiting. Besides that there's a few minor kinks: the decimator hit registration was a little off when you flicked the mouse too fast and being able to shoot during dialog meant projectiles would persist even if your weapons got changed (I had a few musket shots bouncing around going into level 9).
On a less serious note, you'd think the task force would tell the professor when the weapons started becoming overkill.
All valid criticisms, thanks for playing!
The waiting period can easily be shortened without giving up on the theme by increasing the threat level for a while, which will lead to cells multiplying faster than you can kill them. I just wanted to give some space to the player after short hectic periods of gameplay, but by no means the game is perfectly balanced!
I reached level 9 then the automatic machine guns werent shooting properly anymore. Other than that, I'm amazed how polished this game for a Game Jam. Great work
Indeed. Perhaps it will help by adding extra vertical force to the cells when they are at the sides for 3 seconds.
(either into or out of the sides will do, as they will bounce back) .
Not saying that the invulnerable spaces are not good.
(It adds strategic considerations of allowing cells to get through the defense line or not)
But letting cells stay there for 5+ seconds without any signs of coming out can be frustrating
Very cool idea and a very fun game. The polish was great and the concept was well fleshed out considering the time frame.
There was some sort of bug on level 9 which made the bullet spread super large after the level reset.
excellent game actually played through beat lvl 10. a few bugs, if you let the multiply out of control on 10 they stop at like 500 on screen, then you can cull them back down and they don't multiply anymore. also the mk 3 machine guns had their bullet spread increase every level reload until most of the bullets were going straight up and down from them... other than that great game, very fun
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