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Pablo J. Gorigoitia Castro

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A member registered May 24, 2018 · View creator page →

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The submitted version lacked a key system: enemies toughness (HP and Armor) were supposed to be directly related to their current level and how much XP they would give you, hence making them "a tougher plate to chew."

Progression was one of my core ideas, but I didn't have the time to implement it well or the knowledge to do it on time, so I needed to leave it out to avoid a game-breaking bug.

I mean that I wasn't able to completely build a robust prototype.

And I forgot to mention that a major aspect of combat is that enemies will attack each other, and their preferences shall be defined by which other organism in the area they had a major advantage over. Some conditions could include:

  • Choosing the ones with a higher reward-to-win ratio, modified by:
    • How strong are the foe's attack limbs compared with its own.
    • Which enemies had a better XP-to-HP ratio.
    • How many organisms are already attacking that particular enemy.
      • My intention was to include this as a way to promote aggro from weaker organisms to larger ones.
  • Projected energy expenditure in a potential chasing-style-hunt scenario, calculated based on the distance between predator and prey and their corresponding movement speed and acceleration.

Again, time is a cruel mistress, but I will write and draw all this down as an exercise.

Yes, Spore was a major influence, as were Flow and Argar.io.

Regarding the evolution path, my idea was for it to be a quasi-random procedural system tied to the characteristics of the enemies you defeated. For instance, if you ate enemies with bigger tentacles, you had a better chance to improve your tentacles; if you defeated nimbler enemies, you would become nimbler, and so on.

However, there were some basic systems that I wasn't able to include, like your hunger being directly related to your size, and your energy consumption had a heavy increase if you were to actively do nothing.

I do wish to retake this project, but my work-family balance is already too tight to focus too much on this.

Thanks!

Those were exactly the main references.

We already had some of those ideas in mind; however, my job responsibilities and some health issues didn't give me enough time to finish most of them.

I hope to update the game in the upcoming weeks, starting with the final music, arranged as our musician intended.

Mi username is pablo_gorigoitia.

I have no trouble at all with this.

At this link you will find the game's page, including the credential to edit as an admin: https://itch.io/game/accept-admin/3221273/2825235.

Send me a private message to share with Google Drive for the project.

I rarely use Discord; however, I would add you. In any case, send me an itch.io private message to share with you a Google Drive folder for the project.

Don't worry about coordinating our efforts asynchronously; I have quite a bit of experience managing teams.

In my experience, even if it's a full week-long jam. It is preferable to do a simple concept with highly restricted audiovisual content.

I have a base template I made for my pixel art games, of 512x288 pixels (16:9 ratio, from 32x32 px. squares). 

Besides that, I start by selecting a color palette that relates to the emotion I wanted to convey. Usually I use one with between 8 to 24 colors, choosing it from Lospec.

Since you already work with chiptune, it should ensure that the music has the right fit.

What other kind of thing do you want to work on during the jam?

I shall gladly collaborate with you.

Happy to collaborate with you.

Tx man

Thank you so much... We almost felt that nobody had taken that detail into account.

Very nice looking game and quite polished, considering the available time.

Of course, I needed to vote for this since we both reached the same core concept.

Thanks for your kind words. But good enough is a better descriptor.

Thank you, emeryllium; we needed more time to balance the game to ensure it would be as much fun as possible. 

Even so, one of our fears with the design was it became sluggish, so your speed-up buttons sound like a fine addition.

Thank you, Nik. Yes, the idea is to finish as soon as possible; however, we needed more time to balance it and improve the player's IA, so it's too easy to win in the current version.

Thank you, WaffleIII! Jams will be jams; time is limited, and not every bug can be crushed, nor every feature be implemented.

Tthanks, there are many issues to be fixed,  but we think that the core concept is cute and cool (at least in the opinion of my six YO). 

Thank you, we hit many last-time issues that we weren't able to correct in time. I wish and hope to fix them on the following weeks. 

Thank you, Fyodor; it means a lot coming from you since your entry was my personal favorite. Now I am under the obligation to download your android game.

A superb result!

What a fresh spin to a well-known game mechanic! (Pun very much intended)

I do like the idea, but it is still a little too rough. 

One major change I suggest is that the starting weapon and/or the progression of the following ones be randomized.

Also, a little trick that will make our enemies feel more alive is to include a chance of stopping and stand aside, a little while in place. 

Thank you, I did put effort into those transitions.

suck at this game, which demonstrates how good it is.

Really well written and charming!

Thanks for your insight.
Indeed we intend (after the rating period) to go with the pre-designed levels approach, besides building a more reliable less-random level generator, to encourage a more logical problem-solving approach from the player.

I think the basic idea could be cool. However, the current iteration is too bugged to give you meaningful feedback.k

A nicely done minimalistic game. However, I feel it is too mindless; at some point, I start to click randomly, and I pass the stages eventually. 

Also, I feel music and SFX could enhance the overall experience while maintaining the Zen value.

Thanks! Certainly, some tutorial is a must, but we couldn't implement it due to Jam's time restrictions. 

Please stay tuned for future updates.

Really well done!

The camera was a little shabby but could be related due to my laptop screen resolution. I think including an auto-restart after falling should be a must in the next iteration.

Again, you have my congrats on a well-made prototype.

This is so far the Puzzle-Platformer that I have most enjoy from this Kenney Jam.

It is a simple, fun concept that I wish you could expand and polish a little further since, in its current iteration, some control issues prevent it from reaching an outstanding hypercasual potential.

Like everyone else, I felt that a few more levels make it difficult to test your game more thoroughly. However, the core is there, and I think it could become a nice kill-time mobile game.

Solid! Puzzles' difficulty curve spikes in a too steep fashion for my like, but that is not an overall problem of the game itself.

Not my cup of tea, but I can see how this could become a meme-inspiring viral game.

It is an amusing experience and a tight entry in a Jam context.