Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Sipho

Design a creature and eat your way to the top of the food chain. · By Sipho, Dominas, DanTM, NinjaKyat

Let's create an unusual!

A topic by Mr.Googol created Apr 18, 2018 Views: 6,438 Replies: 101
Viewing posts 11 to 30 of 62 · Next page · Previous page · First page · Last page
(+1)

This is a new highly organized organism with a number of improvements!  This small coelenterate is extremely tenacious and has a number of beneficial properties such as:
 The endoderm is densely covered with spines that protect against most physical attacks.
 The structure of the oral ring allows food reserves to be stored for a long time and, most importantly, not to be lost during movement.
 The food reserve serves as a bait, entrapping unlucky organisms directly into the beak, one bite of which with no difficulty will rip even a great enemy!
 A secure rotary system allows you to quickly rotate in place.

(+1)

Wow, "Greed" sure has evolved a lot!

I've also noticed something you didn't mention: This new creature of yours has stunning eater zooids in its mouth to attract nutrients and to ensure that there's no escape!

(+1)

Do enemies absorb stored nutrients before you kill them? It seems that food storage is a bit too open to prevent nutrients from being stolen as you kill the enemy...

Developer(+1)

Hi,

Could you contact us through one of these sites:

https://twitter.com/sipho_game 

Dominas#6068 on Discord

Or by email: sipho@allpartsconnected.com

Itch doesn't have private message functionality, so that's why I'm writing here.

(2 edits) (+1)

Hi, I wrote to you on 3rd of November

(+1)

Этот новый организм уже не новая структура.
Устные устройства максимально упрощена, для того, чтобы увеличить внутренние полости тела.
Большая полость тела заполнена питательными веществами для быстрого восстановления и маскировки.
Поверхность тела покрыта всасывание волосков, которые способны крепко ухватить и разорвать несчастную жертву в то же время регенерации здоровья.


(1 edit) (+1)

In case anyone wants a translation:

This new organism is no longer a new structure(?).
Oral devices are maximally simplified, in order to increase the internal cavity of the body.
The large body cavity is filled with nutrients for rapid recovery and masking (The "bait" effect).
The surface of the body is covered with leech zooids that are able to grasp and sever any unfortunate victim that attempts to flank it, all the while helping to regenerate its own health from draining said flankers.

(+2)

I've managed to refine the Don Quixotting method of hunting with this creature here:

Nicknamed "Sledge-Hammerhead", its streamlined body houses 4 Don Quixote-Engine units (each consisting of 3 pusher-type Eater zooids and several Structure zooids) and is lined with rattler-type Swimmer zooids (as a turning mechanism and for smaller movements) and stunner-type Eater zooids (to stun any flanking enemies and to increase energy regeneration due to absurd energy consumption of the 4 aforementioned "Engines"). Its namesake comes from the biological battering ram that shields its head --- a far cry from previous Charger-type creatures that I've made discovered. It is significantly larger than most other charger weapon types, and boasts a unique "spring cushion" design (cushioned by more spikes?!) that acts as a sort of "insurance" for the creature in the event the front of the weapon breaks off. So far, that event has never come to fruition, as the design is thick enough to support itself on its own. Any wondering opponent in this thing's path is sure to experience a painful predicament  --- provided they come out alive.

(+1)

Have you tested if 4 Don Quixote engines give more speed than 3? Or than fewer, larger ones? I'm not sure if it is reasonable to make it so big. Also, how did you stretch the first row slightly further from main zooid?

(+1)

I've yet to do further testing with said engines and how the number of engines affect speed, although that is on my to-do list.

As for the first row being ever-so-slightly further, that is the result of the soft-body handler glitching a little (normally extended connections like that are not possible, but would you know it, the building method for the engines can result in said glitch occurring) due to the symmetry of the creature (the devs did state that the handler hates symmetry).

(1 edit) (+1)

After a bit of testing, I've come to the conclusion that yes, the above creature does need that many engines. Even though its speed matches (or is slightly slower) than a smaller creature with only 2 small engines (pictured below), the greater number of pusher-type Eater zooids means that the engines are able to function for a much longer period of time (since each engine adds more energy regeneration with each Eater). The creature below can also achieve speeds equal-to-or-higher-than the above creature, but it can only do so for a much shorter period of time.


As such, it is actually recommended to build larger creatures if one wants to use the Don Quixotting method of movement, due to energy constraints and the fact that engine size/count negligibly affects the speed of the creature while Don Quixotting.

Also, as you can see, the slightly-larger-than-normal gap between zooids is present here as well. As I've said before, it emerges due to the building method for the engines seemingly screwing up the soft body handler so as to accommodate the pusher-type Eater zooids (which are slightly larger than structure zooids) in-between the structure zooids.

(2 edits) (+1)

Recently, there have been reports that the Big Bad of the "???" species adapting and evolving, so as to suit its sessile nature.

I've decided to capture one specimen and experiment on it (not to worry, there are a few instances of said "Big Bad", commonly referred to as a "Boss". How else does one always seem to encounter one right after C'thal?), however, the process of removing said specimen from the environment did require me to cut out all of the "enclosing" section of the specimen, leaving the "head".

After some tests in a tank with rival species and an automated feeder (i.e. Free Roam), the results were rather worrying...


...


Oh dear.


Here's a small summary of what transpired:

1. The "Head" slowly sprouted movement zooids after sitting still and receiving a lack of prey/nutrients.

2. After gathering enough nutrients and preying on any nearby siphonophores, it began to re-grow its signature enclosing wall of zooids. However, there are visible differences between the sessile variant:

     - The walls are not spaced as far apart as that of a sessile specimen.

     - The outer side of the walls are saturated with Movement and Eater zooids.

     - On the other hand, the inner side of the walls are lined with Leech and more Eater zooids.

     - There are no Spawner-type Eater zooids (distinguished from its Stunner counterpart by their dark-red colour) at all.

     - Finally, of course, the walls are not fully enclosed.

It continues to prey on whatever I can throw at it, as none of the siphonophores even dare to attack it. Unfortunate Advena specimens that accidentally brushed their spikes against it receive immediate retaliation by being torn into shreds by the many Leech zooids on the inner walls. On a side note, this thing can turn surprisingly fast!


In conclusion, the "???" species as a whole appears to have an absurd rate of adaptability, using whatever means necessary to survive if push comes to shove.

As for this monstrosity, I shall give it a fitting nickname:

The Herculean Executioner.

Developer(+1)

Hi,

Could you contact us through one of these sites:

https://twitter.com/sipho_game 

Dominas#6068 on Discord

Or by email: sipho@allpartsconnected.com

Itch doesn't have private message functionality, so that's why I'm writing here.

(1 edit) (+1)

Will do, you should see a message from me soon

Edit: You should have received an email from me by now, as I sent one on the day you notified me of the above

(1 edit)

This guy is meant to hoard nutrients in it's gigantic jaws as bait for the trap, and whatever comes in gets chewed up painfully.



The creature doesn't care if any of his hoarded nutrients are stolen, because the smaller creature is still gonna die.

[THIS CONCEPT IS RELATED TO "Gluttony" IN MANY WAYS]
(1 edit)

and who needs Movement zooids when you can f*dolphin noise* Don Quixote your way to victory

the Advena Boss can be easily beaten from within the safezone by This guy.

i call it the Poison Ball.


(2 edits)

don't you hate it when you just came to the Free Roam mode, and you get killed by a

Merciless Motherf*dolphin noise*?

(+1)

It's been awhile.

After a short period of silence (and experimentation), I think I'm ready to showcase something newer.

Making "bullet hell" a reality in Sipho, The Maelstrom Marksman makes its debut.

A proper long-range fighter, any siphonophore worth their salt (and nutrients) would know to stay as far away as possible from this thing's front end.

Furthermore, it appears that this this has taken measures to ensure that flankers would get a nasty surprise: its sides are lined with poison mine emitters and a rather "shocking" armament, to say the least, allowing it to escape from aggressive melee-only attackers with ease. These zooids also happen to provide the creature with the energy it needs to power its weapons, since Sniper and Flak zooids are very energy-hungry.

The most curious thing to come from this specimen has got to be its Sniper zooids, as they are a completely new type of zooid that doesn't seem to belong to any of the 4 known species that live in the current ecosystem. Some older research notes suggest that this zooid is one among a few others that may have originated from a long-extinct species, likely surfacing in today's specimens due to genetic drift.

Looks like I've found my next area of interest...

More research needs to be done...

(8 edits)

Kinda copying the Greed and Gluttony creations, i present to you...

The Gulper!

It has Blowers to force prey down to the Digesters. (Claws).

because the Blowers are arranged in such a way that they all point towards the Digesters,

THIS Can happen!

it's basically a Stasis Field.
but when the Blowers turn on all those nutrients will be forced into the Digesters,
and then absorbed into the creature.

And when the blowers are ON, they double as a giant Don Quixote engine for Reversing.







THIS combination is usually rare in my playthroughs,
but now i have it i can make a f*dolphin noise* mine shotgun 
.


or...

THIS GUY!

i call it "The Railgun"

This creature is programmed to charge up, and then launch a mine at godspeed.

I wish the mines actually destroy stuff on hit, given enough force.

The blowers also double as a giant Don Quixote-Engine module.






Speaking of mines, here comes...

the MINEFIELD GENERATOR

it attacks by filling itself up with mines, scaring any nearby creatures away.

Even though said creatures don't see the mines, they feel the mines' presence and stay away from them.

the Minefield Generator then spews out mines unevenly once the four chambers start to bloat and overfill.

When it's ready to perform a deadly attack that can kill an ENTIRE SERVER,

IT SPAMS THE SPACEBAR AND SENDS ALL THE MINES OUT IN RANDOM PATTERNS AT TRUE GODSPEED.


New creature:

The BITE (WARNING THIS IS THE OLD VERSION)

The flak cannons are supposed to make bite marks in enemies, and the claws are there for digestion.



This is the new version.

Added 2 more Buginis Movers on the back, and a door lined with spikes on the front.

What this door is suppose to do is, when an enemy steps inside the trap, i go into Edit mode and shut the door like this.

And when this happens, there's absolutely NO ESCAPE!















This thing has only two weakness.




Being Backstabbed by an Advena like this:

and,

Trying to eat a Wall_Of_Death-type enemy.














You don't want to see THIS THING swiftly eating your face off.

It has 3 don quixote engine modules, but i do plan on adding many more.

Imagine the Third Boss but with this as both of his arms. F*dolphin noise* horrifying!

Oh, and This guy as his head.

Even more horrifying! That boss would be impossible to destroy!

High chances that abomination would never be added into the game anyway.

After the blowers fire, pieces of other creatures can glitch into the back wall of the trap, or get thrown through the wall and out.

I'll create and publish a Mine Shotgun creature if i get the chance

Glitchy and powerful, here comes...

The MINE FIELD GENERATOR!

Not only does it generate minefields by overfilling itself, but also spills them out unevenly!

Also if you spam space while the 4 chambers are crammed with mines,

you can send them ALL out at GODSPEED, killing EVERYTHING

who undeleted all that

(+2)

A rather intriguing specimen has turned up:

This rather wide fellow was spotted roaming around, with plenty of enemy giblets strewn everywhere, so I decided to investigate a little further:

...the "Pusher" zooid seems to have gotten  rather huge boost to its strength.

Utilizing only 3 spikes and a whole load of pushers, this ruthless little fellow is able to launch its spikes absurdly far. Furthermore, due to the constant push provided by the "Pushers", the spikes will move rather erratically after being fully extended, acting as a pseudo-flail which decimates enemy zooids at a speed that's never been seen before.

The only feasible downside has got to be its size and speed: it lumbers along and turns at a rather low speed, potentially allowing enemies to out-run or ambush it, although none have been able to do it so far (this thing has adapted a "kill it before it has a chance to kill you" tactic that leaves none in its wake). Even so, by coating itself in "Pushers", it has sufficient energy to always keep them powered if need be, being able to use said "Pushers" as a force-field of sorts, rendering it untouchable to most enemy breeds.

I have heard of an "Ancient" zooid (similar to the Sniper zooid) capable of doing something similar without the need for "Pushers", I'll see if I can find any specimen that has such a thing...

(4 edits) (+1)

After doing some further exploration, I was unable to find a specimen with the Ancient zooid that I was looking for.

However...

I have managed to get a hold of the DNA sequence of the zooid from an old fossil!

Known as the Grabber, its name alludes to its function: It acts as a biological grappling hook!

With much excitement, I decided to have my first foray into gene-editing, and "injected" the sequencing into an existing specimen that had a remarkably similar attack mechanism to the previous siphonophore I showcased (i.e. the post just above this one), allowing it to grow the zooid.


The above image shows its initial form, moments after the extracted sequence was injected.

A few hours after the gene therapy (and after leaving the specimen in the Free-Roam area), this was what it looked like:


Not only has the specimen grown to a considerable size, but it decided to incorporate the "pusher spike launch" method onto the Grabbers as well!

The grappling distance of this thing is absurd: 


Those Grabber hooks can easily reach outside of its field-of-view, allowing it to cause all sorts of chaos: Preventing enemies from escaping, dragging in unexpected obstacles (i.e. spike balls), etc.

Even without the use of the Grabbers, its large array of Pusher-launched Spikes create a large "area of death" around it, and its front-facing array is strong enough to chew up Frakir* specimens with ease!

Of course, this menace needs a nickname, and I've decided to keep it simple this time:

Whiplash.



* The following image shows an approximate reconstruction of a Frakir specimen, which was the result of a mutated Cra'than (the original Frakir is an Advena):


(1 edit) (+2)

After almost a month of silence, I am back, and with somewhat interesting discovery: 

What you see above is a ravenous predator, sporting yet another type of "ancient zooid" - the Energy Leech. As its name implies, it is basically the Leech zooid, but it saps energy from opposing siphonophores, dealing next-to-no damage as a trade-off. Due to the similarities to the Leech, the Energy Leech also has the same "latching" effect that allows it to pull enemies that it is attached to closer. The above creature has exploited this by putting a row of spikes in front of its Energy Leeches - lowering the effective range of the Leeches, but making them into close-range grappling hooks that hold on to any enemies attempting to escape from the spikes.

The result is a creature capable of tearing through foes, while making sure that running isn't an option for the enemy. For good measure, the creature also evolved a row of Poison Squirters, in the event the enemy is tough enough to require the use of poison to soften it up.

Finally, the relatively compact size of this creature makes it rather agile - only being out-sped by creatures composed almost entirely of movers, or creatures that are reduced to their "core".

The only thing this predator possibly has to fear is its unfortunately fragile structure zooids being ravaged by ranged weapons...

(3 edits) (+2)

/!\ ALERT /!\

A rogue specimen has escaped from 3RR0R (Real name classified)'s lab. It was last seen escaping the Free Roam area.

An image of the specimen's last known form is provided below.

WARNING: This specimen is HIGHLY AGGRESSIVE AND DANGEROUS. Do not attempt to dispose of it yourself.


Notes left by 3RR0R on the specimen:

This particular Buginis specimen was rather intelligent as opposed to its usual counterparts, so I've decided to enhance it using the same method I used for the specimen with Grabber DNA, this time with the Sniper zooid. Along with its pre-inherited Pusher, Squirter and Chitin zooids, this creature had the essentials necessary for a long-range pusher-enhanced armament. What I didn't expect, however, was how scarily cunning this thing was...

Despite its large form being supported by only five movement zooids, rendering it terribly slow, it made up for it by being extremely heavily-armed. Mine-producing zooids line almost the whole of this creature, with the exception of the front and back sides, which are lined with Pushers instead. The creature used the all-too-familiar "weapons rack" structure (seen used by another Buginis specimen in my previous post), with one row being used to house movement zooids instead. By placing the Pushers at the front of the rack, not only do the poison mines get flung out, but the range of all its weapons can be boosted using the pushers, allowing for a ridiculous amount of firepower to be concentrated on its front. The rear-end Pushers help somewhat compensate for the enormous pushing power of the front end, and allow this creature to perform a unique maneuver:  emitting mines while activating its pushers , the creature slowly rotates in circular manner, causing two streams of poison mines (which are flung out due to the Pushers) to seemingly emanate from the creature. As if the huge amount of Miner zooids weren't enough for area denial, this maneuver essentially makes the creature nigh-unapproachable, unless one intends to get heavily poisoned.

After laying waste to everything I could throw at it, it eventually managed to find a way to escape via a connection between the Free Roam area and the wild, which is usually a one-way route meant to allow me to see unsuspecting wild specimens (there is a proper exit, but it is usually sealed off when I'm around). This thing just blasted its way through the one-way flap like it was nothing! (Reminder to self: find a way to make a better one-way flap, because rubber ain't cutting it anymore)

My advice to all other fellow researchers: please do not let your creatures get anywhere near that thing. I will find a way to keep it contained once more, and I don't want it hurt, nor do I want it to hurt your specimens either. We all share a common goal after all: to create the most powerful specimen of all. However, as you can see, control over the specimens we make is still crucial, so that incidents like THIS won't happen(I don't want entire ecosystems destroyed just because something got loose)!

UPDATE: Alert is no longer in effect. Specimen retrieved.

After that near-disaster, I've managed to secure the specimen after having to breed a huge amount of small Cra'Thans (consisting of two Turbine zooids and a Sizzler) to incapacitate it. However, the one thing more shocked than the specimen has to be me, as it had rapidly adapted its form to solve some of its previous form's issues. Take a look at this:

As you can see, it has taken on circular form, evenly spreading its Miner and Pusher zooids, using the "instant mine field" tactic when it uses its rotational maneuver. The Sniper zooids now cover the four cardinal directions of the creature, with less zooids per direction, but more coverage overall. Furthermore, it seems to have done away with the Flak and Squirter zooids (perhaps it deemed them ineffective?).

To prevent this thing from breaking out again, and to study it better, I have placed it into a special isolation tank that simulates the Free Roam area (no linkages whatsoever this time!). That should keep it busy enough to study it!

In the meanwhile, I'll be looking for any other intriguing wild specimens, while patiently waiting for my new aquarium set to arrive...

...oh, the fun I'll have when it does...


...Oh, right, I forgot to give this one a nickname.

It shall be henceforth known as:

The Adaptive Annihilator.

(1 edit) (+1)

It's not unuuuuusual to have fun with anyone.

Im too lazy to edit my previous comment so,

Here's this thing!

The rhymingly named Poison Pistol!

This thing has claws on the outside just to deter enemies from randomly attacking it.

It's specialty is firing poison VERY VERY VERY far. However, a Poison Sniper of some sorts may launch poison FASTER and further then the P.P.

How it does this?

It has both the Blowers and Spitter eaters wired to the same key.

And it has to fire that one key on it's keyboard while it's reverseing.

Viewing posts 11 to 30 of 62 · Next page · Previous page · First page · Last page