
Curse of Hardai
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
(may not load correctly).
Explore the cursed temple as it evolves to defeat you.
Controls: WSAD/Arrows
Code: Josh Schonstal
Art: Ian Brock
Sound: Guerin McMurry
It's over 10mb, so it might take a minute to load.
NOTES:
We didn't finish. The main thing that's missing is a win condition. At first, you were just going to get three chances to beat any one level. If you died three times in a row: game over. Your score would have been either the number of levels completed or the number of generations survived. We scrapped that though after realizing that some levels took a lot more than three tries to "figure out" and that it was quite satisfying to finally beat them. Now we're thinking about having a set number of levels and your score would simply be your completion time.
The level generation uses a genetic algorithm. You play a set of procedurally generated levels, and the game evaluates them for fitness; then, it takes the most fit levels and mates them together, creating a new generation of offspring levels. Since there is no mutation and the levels only have a single "chromosome", they tend to evolve into a very uniform population after a few generations, which eventually leads to getting very similar levels until you restart, and since there is no win or end condition to force a restart, you can essentially get stuck playing levels that are nearly identical to one another repeatedly.
There are also a lot of sound effects we didn't get around to putting in but those will be added in future versions.
Controls: WSAD/Arrows
Code: Josh Schonstal
Art: Ian Brock
Sound: Guerin McMurry
It's over 10mb, so it might take a minute to load.
NOTES:
We didn't finish. The main thing that's missing is a win condition. At first, you were just going to get three chances to beat any one level. If you died three times in a row: game over. Your score would have been either the number of levels completed or the number of generations survived. We scrapped that though after realizing that some levels took a lot more than three tries to "figure out" and that it was quite satisfying to finally beat them. Now we're thinking about having a set number of levels and your score would simply be your completion time.
The level generation uses a genetic algorithm. You play a set of procedurally generated levels, and the game evaluates them for fitness; then, it takes the most fit levels and mates them together, creating a new generation of offspring levels. Since there is no mutation and the levels only have a single "chromosome", they tend to evolve into a very uniform population after a few generations, which eventually leads to getting very similar levels until you restart, and since there is no win or end condition to force a restart, you can essentially get stuck playing levels that are nearly identical to one another repeatedly.
There are also a lot of sound effects we didn't get around to putting in but those will be added in future versions.