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adelang

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A member registered Jan 02, 2017 · View creator page →

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Strangely addictive... I enjoyed the peaceful music as I was murdering many, many bunnies to get this record

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Big slime was specifically put in to be annoying - it does literally nothing except increase your hitbox size - though I may not have made it obvious enough that it was intended to be a 'negative' mutation (alongside slippery). I also hate getting big slime so I'd say it's working as intended!

Triple the randomness! I liked the pixel art on the slots, can't go wrong with cats and I especially liked the mug. The bloom sells the feeling of being in a brightly lit casino late at night, along with the somewhat melancholy music. I didn't really get what determines the positioning of the balls on the roulette wheel but the concept is very creative. I feel like this could work very well as a clicker game if you added some upgrades to buy with your winnings!

I love the crochet/pixel art, especially the grandma's dance moves. Gameplay was a lot of fun once I learned how to get (and stay) in range of the animals that move sideways. There doesn't seem to be a random element to the gameplay although I suppose the premise is very random in one sense of the word.

Would love to play a post-jam extended version of this with some sort of new game+ mode!

Made it to wave 9, it gets very difficult to avoid running into newly spawned enemies at that point. I like that there's enemies that stand still and shoot at you in the later waves so have to adjust your movements to avoid them (I also enjoyed how the ghosts look embarrassed when you damage them). The online leaderboard is a nice touch!

Creative way of seeding the randomizer, reminds me of the Worms games where you could type in a word to always generate a specific level. To be honest, I entirely forgot to seed the randomizer in my own game so the initial wave of enemies is always identical but since I have lots of different places where random numbers are used in combination with the player input there's eventually enough entropy that it doesn't matter all that much anyway.

Thank you! I can't take any credit for the performance though since I just used an existing engine (https://love2d.org/), which has an Emscripten based web exporter readily available (https://github.com/Davidobot/love.js). The actual game part is written in Fennel (https://fennel-lang.org/), which is then compiled to Lua and executed by LÖVE.

This was my first time using LÖVE but I can definitely recommend it for making 2D games, easy to learn and allows for very fast prototyping!

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Missed the 36 hour deadline unfortunately, but learned a lot about using LÖVE and Fennel, publishing on itch and most importantly, actually finishing a game for once!

Had lots of ideas I didn't get around to implementing such as additional enemy types based on different species of fungi, synergies that combine two mutations into a more powerful one, unlockable upgrades that let you choose between multiple mutations or reroll them, etc.