It's a 2D platform game aimed at farm and exploration,
Plot: It all starts when a meteor falls near the inner city, where our hero was protecting (still lifeless), after the accident, grasshoppers, plants and the scarecrow (named Espatalho) suffered a supernatural mutation.
Objective: Eliminate the mutant grasshopper population, and save the plants.
Note: This game contains the implementation of Computational Intelligence (Genetic Algorithm) for the leveling of creatures and the aesthetic construction of the environment.
Note: The WebGL version has a small change in the experience table (this version was recently requested by users who could not download the Windows PC version). Thanks and enjoy. :)
Controls... - A (move left); - D (move right); - Space (jump); - J (attack).
Alternative Controls... - ←(move left); - → (move right); - W/↑ (jump); - X (attack).
Interesting! The jump behavior was a bit confusing. I think you could have extended this a lot. Also what was that thing about a genetic algorithm? How does that work? Anyway, thanks for the submission!
Hi, @cole-and-jordan-studios. Yes... We should have increased our features. Unfortunately the game engine failed and only worked in the middle of the second day. In addition to having two other major events on the same weekend.
But we are very happy to have delivered at least the basics. We focus on results in the "procedural" generation of scenario and enemy units.
We use an Artificial Intelligence paradigm, within the area of Computational Intelligence, called Genetic Algorithm (which tries to simulate populations of entities that cross and undergo the process similar to the "evolution of species").
The game felt too easy, I just went around the map spamming attacks. I was taken by surprise though when the grasshopper actually jumped away. I have mixed feeling about the game, hope you guys had a good time.
Yes, @mz-dino; the game is really very easy. I hope you got to see what happens when the days go by. :)
We will work on improvements to have some difficulty in the project (currently there is only damage from touching the locusts (in the head area), but that was not the only damage condition we had imagined).
The idea of implementing a genetic algorithm for a jam is really cool. I have to say tho i think that the days are too long. But it is pretty original so good job!
@chispalbc; we agree that the days are too long. Especially without what we intended to add to the gameplay (movement of enemies, interaction with training dummy, rest (that would skip time) etc.).
Other people already pointed up everything about the game. Except for these: - In the web version, if the game tab loses focus the game pauses. So you have to necessarily keep it active while you wait for the day to end. - I love that you have a "Game designer assistant" in your credits.
Interesting game, I feel like if you just invested more time in couple of things it would've turned out much better. Here's some suggestions I have:
-Since the player always walks on the same Y axis, you can just set a limit for the jump Y axis so it doesn't go up forever, of course there are better ways to do it but this way would be pretty easy to implement
-Add some sort of impact on hitting grasshoppers, maybe a simple particle system or a very subtle screen shake
-X key is a kinda weird choice for attack since most people probably use WASD to move
-Some simple sound effect for attacks and jumps would go a long way
Our jump is limited, but we leave a "hold to reach a little higher" effect (but it was bad, we will make corrections, thanks again).
We planned to implement shake screens and some other effects in the case of grasshoppers (making them blink, having hit points for a while when attacked and stuff).
We left both ASDW with J to fight, and ↓ ↑ → ← with X (we were thinking about keeping X to universalize the joystick too).
Yes, we miss sound effects a lot (one of the first things we should implement, even if basic).
Sounds like a really cool idea to use a genetic algorithm for the generation of creatures and environment, although it wasn't evident from playing the game. A quick write-up of how it works would be interesting to read!
The game itself was pretty easy, and I don't know if there was a win state. I thought I'd be able to gain some super-grasshopper-killing powers when I leveled up, but the effects seemed to be relatively minimal.
Interesting platformer game with a strange aesthetic - maybe too minimaliste. Grasshoppers are just ugly - like I expected for bugs. Mechanics work well, but game is a little bit too repetitive. It could be more enjoyable with more features and sounds. Howver, you did something interesting in les a few days. Thank you for your kind feedback. I really appreciate your advices. Thank you ++
The concept is cool! It'd be great if the genetic algorithm implementation was more evident through the actual gameplay, but I understand that's a lot to do for a game jam. Overall, great job! :D
Comments26
But we are very happy to have delivered at least the basics.
We focus on results in the "procedural" generation of scenario and enemy units.
We use an Artificial Intelligence paradigm, within the area of Computational Intelligence, called Genetic Algorithm (which tries to simulate populations of entities that cross and undergo the process similar to the "evolution of species").
We will work on improvements to have some difficulty in the project (currently there is only damage from touching the locusts (in the head area), but that was not the only damage condition we had imagined).
:) Thanks for playing our game.
:) Thanks for playing! \o
- In the web version, if the game tab loses focus the game pauses. So you have to necessarily keep it active while you wait for the day to end.
- I love that you have a "Game designer assistant" in your credits.
I will study about web version stuff. :)
-Since the player always walks on the same Y axis, you can just set a limit for the jump Y axis so it doesn't go up forever, of course there are better ways to do it but this way would be pretty easy to implement
-Add some sort of impact on hitting grasshoppers, maybe a simple particle system or a very subtle screen shake
-X key is a kinda weird choice for attack since most people probably use WASD to move
-Some simple sound effect for attacks and jumps would go a long way
Our jump is limited, but we leave a "hold to reach a little higher" effect (but it was bad, we will make corrections, thanks again).
We planned to implement shake screens and some other effects in the case of grasshoppers (making them blink, having hit points for a while when attacked and stuff).
We left both ASDW with J to fight, and ↓ ↑ → ← with X (we were thinking about keeping X to universalize the joystick too).
Yes, we miss sound effects a lot (one of the first things we should implement, even if basic).
The game itself was pretty easy, and I don't know if there was a win state. I thought I'd be able to gain some super-grasshopper-killing powers when I leveled up, but the effects seemed to be relatively minimal.
Good continuation on the game! :)