Ludum Dare 24
August 24th-27th 2012 :: Theme: Evolution
Virion - Pacifist Games - 48 Hour Compo Entry
In Virion you control a virus that must evade the body's ever-evolving defenses to spread his disease!
Let me know how far you get and if you find the secret! ;)
Sorry about the lack of a Mac build this time around. Game Maker sucks. Gonna try doing flash next time...
If you leave a review and a comment I'll do the same for you! (If I can get your game to work...)
View Pacifist Games's journal. | View all entries by Pacifist Games
Ratings
![]() | Coolness | 60% |
| #21 | Overall | 3.90 |
| #32 | Fun | 3.77 |
| #66 | Graphics | 3.97 |
| #71 | Mood | 3.46 |
| #117 | Audio | 3.24 |
| #167 | Humor | 2.77 |
| #260 | Innovation | 3.13 |
| #436 | Theme | 2.73 |
Comments
It's a matter of taste. I really liked the smooth acceleration. Thanks to it the game was more demanding :).
I agree with Griz. The physics were great! I actually had more trouble with early levels than later, since the chase AI was pretty easy to outsmart. I also really liked the way the virus spun when I moved...I'm not sure why...One of only a few games I've played thus far that kept my interest til the end. Awesome job!
Despite spending more than half of the compo time on level design, the levels still aren't where I want them to be. There were originally going to be 5 levels for each enemy type followed by a few boss levels with multiple enemy types. I had a hard time designing levels for the enemies that mirror your movement so there are only 3 of those levels. Glad you enjoyed it anyway. :)
I really liked this game. At first it seemed a bit generic, but when the enemies AI changed in the later levels it changed my mind.
Really fun , the only game so far that I actually played till the end...
Nice. Fun, good challenge curve. I guess it's the white blood cells that do the evolving? Bringing evolution into the mechanics more would have fit the theme, but what you have here is well executed. I liked the simple pointilist graphics.
It's kind of amazing the simple feeling of inertia that the rolling gives, a really fine touch!
That said, I couldn't make it past the third screen. Skills? What skills?
Great game! I found it a bit hard but ended up playing it a few times because it was so addicting!
This was a great, well-rounded entry. I especially appreciated the ending.
I beat the game, didn't find a "secret". This was fun and had an impressive number of levels. Had some issues with getting stuck on walls, and it felt like the enemy hitbox sizes were a bit merciless. Well done.
The control tweaking are perfect. The level design is pretty good too. I'm not fond of the background noise but the SFX fits well. And the ending is cool, that make a very good overall apart from the theme link which is a not evident.
one of my favs in this contest. loved the variations of enemy behaviours, the tight gfx and focused yet somewhat extensive experience. good work.
Got stuck on walls sometimes but overall pretty good, i didnt really like the "lead them one way" type levels though because they were super easy, just took forever waiting for them to get all the way over before you can move.
Wow!! What a great game. Really simple yet you really explored the various "AI" methods to provide some interesting challenges. The simple graphics were EXCELLENT, I really loved the look.
One thing I didn't like was how I couldn't feel like I really "figured out" any of the puzzles -- the shape of the level was always exactly right for everything. No passage unused.
But the movement was really good, and the little animations were excellent (especially the blinking virus). Great job.
The movement is perhaps realistic in it's floatiness, and I do like the fluidity of it all, but it's often not tight enough for the tricky manoeuvres required, especially with the large large collision area. That said a very nice looking and sounding game :)
+ cute and spinny
+ nice take on the graphics
+ some puzzle elements
+ 99% circles
- evolution? where? oh, I guess you could say that enemies "evolve"... as in "they get harder to avoid" but that's true for many other games
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Cute. I understand the floatyness of the movement (it's in a body, after all, so you're in liquid) but I think it was too floaty for the kind of precision required.