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Parasitic Invasion's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Controls | #69 | 2.772 | 3.250 |
Originality | #94 | 2.558 | 3.000 |
Accessibilty | #118 | 1.919 | 2.250 |
Graphics | #126 | 2.025 | 2.375 |
Theme | #130 | 1.919 | 2.250 |
Fun | #130 | 1.599 | 1.875 |
Overall | #132 | 1.980 | 2.321 |
Audio | #139 | 1.066 | 1.250 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.3dev4
Wildcards Used
Roshambo and Gridlock
Game Description
You're a dinosaur trying to survive a parasitic invasion. Fight off the parasites before they weaken you. How many moves can you last?
How does your game tie into the theme?
Worms which are parasites are trying to kill off your dinosaur that you must protect
Source(s)
https://github.com/Knight-XAura/Parasitic-Invasion
Discord Username(s)
knightxaura
Participation Level (GWJ Only)
2 times now
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Comments
I really appreciate the attempt to make something original and not just "a platformer with a worm".
I don't like that after a movement, the worms move and then if they are adjacent they attack me. It means that potentially I can be attacked from every worm at distance 3, which is a little to much for me to control and It feel a little random to avoid enemy. Just a personal taste, maybe it was intended this way.
I don't have the impression that the power ups are actually doing something. Sometimes I recive 12 damage, sometimes 18, in both the case I'm strong or neutral against that worm. Powerups only last ten turns, and it is really difficult to intentionally reach a worm to start a fight. If I play well to face a combat with a type advantage I would like a big reward, not a slightly advantage.
I instead appreciate how the board fill up with parasite during the game. It feels like a real spreading
thank you for the compliment for sure! I’m so glad you thought it was original I certainly hoped for that!
enemies moving after you was a design choice I went back and forth on. I initially went for complete randomness, but if I continue I plan to move away from that as much as I’ve done it. Future plan is highly considering you moving, my thought process was that a turn is you both moving though and then actions take place. But I think to cut player frustration maybe enemies should “sense” you coming and stay put for battle and the rest move.
Yes power ups I noticed later that it wasn’t working properly it seems. I’m sorry about that :( I looked over the code and haven’t caught why it’s not working properly still.
I was worried the enemy spawn rate was too much. So thank you for that.
I struggled to understand how to play. I got 'stuck' between enemies a few times, and couldn't move. I see potential in this game though, and think it could be fun with some tweaking!
yeah you can’t move while in battle. So being stuck when fighting is intended. That’s why I sped up time. To keep from making it slow and give a different feel to indicate a different state. I should have included in instructions that battles freeze you in place. Thank you for the feedback! :)
The different types and powerups are not easy understandable. Which elemet beats which color? Its also hard to hunt down the enemies.
Yeah I should have maybe given a table for that. Hunting down enemies is meant to be sort of tough, but I'd considered making it a little more likely they would stay still to make it easy cause yes you can end up doing a lot of dancing around just to get into a battle. I'd originally planned to have enemies swarm you go after trying to battle you if you happened to land diagonally, but I got nervous about too much at once during gameplay and also the implementation initially worried me.
I did update the description to contain information about what’s weak and strong and other helpful info.