
TOWER OFFENSE
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).
A game where cells eat each other to make themselves better and try to pass towers.
If a cell eats a cell at or above its own level, it will use those advanced parts (or whatever) and make itself significantly better.
If a cell eats a cell below its own level, it will only absorb the HP.
UPDATE: (post compo)
In 'GUIDELINES' is a document describing all the secrets in the game. Looking at it may ruin the fun of the discovery of all the ways for a cell to evolve, but will also make sure you found them all. Look at it if you want, it isn't an official part of the game.
The post-compo version is slightly better. The changes are as follows:
- implemented 'halo' around changing cells ( I had wanted to do this but ran out of time).
- prevented an error that occasionally prevents one from getting past wave two of level one.
- added support for skipping dialog with <enter>.
- added support for visiting past dialog with <backspace>.
- fixed some text errors in the dialog.
- added 'fastforward' button that will remove the cap on fps and allow the simulation to run faster (if your computer sucks it won't run any faster).
- fixed turrets spawning wrong (in the original code I accidently switched the data value for 'kind' with data value for 'wavespawn' making a basic turret that should spawn in wave two spawn as a machinegun turret in wave one).
- added the identity of the mysterious static at the end of level five! It's pretty epic. Well, maybe not...
Please don't look directly at the bugs!
http://puu.sh/ZpuZ
If a cell eats a cell at or above its own level, it will use those advanced parts (or whatever) and make itself significantly better.
If a cell eats a cell below its own level, it will only absorb the HP.
UPDATE: (post compo)
In 'GUIDELINES' is a document describing all the secrets in the game. Looking at it may ruin the fun of the discovery of all the ways for a cell to evolve, but will also make sure you found them all. Look at it if you want, it isn't an official part of the game.
The post-compo version is slightly better. The changes are as follows:
- implemented 'halo' around changing cells ( I had wanted to do this but ran out of time).
- prevented an error that occasionally prevents one from getting past wave two of level one.
- added support for skipping dialog with <enter>.
- added support for visiting past dialog with <backspace>.
- fixed some text errors in the dialog.
- added 'fastforward' button that will remove the cap on fps and allow the simulation to run faster (if your computer sucks it won't run any faster).
- fixed turrets spawning wrong (in the original code I accidently switched the data value for 'kind' with data value for 'wavespawn' making a basic turret that should spawn in wave two spawn as a machinegun turret in wave one).
- added the identity of the mysterious static at the end of level five! It's pretty epic. Well, maybe not...
Please don't look directly at the bugs!
http://puu.sh/ZpuZ