Ludum Dare 24
August 24th-27th 2012 :: Theme: Evolution
Aqualution - alexandervrs - Jam Entry
You are an evolving newt in the ocean, try to survive and gain more experience in the dangerous depths.
This is your journey towards your final evolution.
How to Play:
Depending on your LV (Level) it will determine what can you defeat or not.
You gain EXPerience as you eat fish, start from the small then on higher levels you can eat bigger
Being in LV1 is usually not desirable as you're pretty much prey, try to get to at least LV2 as quick as possible
LV2, you start to become bigger and quicker, more of a predator but still not there, you cannot take out aggressive enemies just yet. You can push & launch loose rocks around though to your aid.
LV3 is the max level and allows you to take on aggressive enemies, break specific obstacles and attack/move faster.
To attack or eat enemies you'll need to use your Rush Attack (C key). You can Float up (X key) and in conjunction with the Up arrow key you can ascend faster and avoid fast direct enemy attacks.
Arrow keys - Move
X Key - Float Up
C Key - Rush Attack
F11 Key - Toggle Fullscreen mode
Esc - Quit Game (Windows build)
You can access Easy Mode in the title screen by pressing "E", otherwise press any other key
than "E" to start the game in Normal Mode. In Easy Mode, there are extra health powerups and higher level enemies do not insta-kill you, it is not totally nerfed though so some people might enjoy this mode better. :)
Developed by Alexander Vourtsis
Graphics by BCS
Music by Jack Darcy
Due to time constraints, some game mechanics were not reused as much (e.g. rock), some of them not used to their full extent (e.g. crystals) to construct puzzles and problem-solving and some of what we had in mind -or base code- were not implemented at all.
There were a lot of plans for deeper gameplay mechanics, but that's what we could put out in 3 days as bug-free as possible, hey... this is Ludum Dare after all. ;)
[ WARNING ]
The HTML5 version takes advantage of WebGL to run the game fast in the browser (Google Chrome recommended), however it will fallback to canvas if not available and will be slower.
WebGL though might have some minor glitches at the time of export with image alpha, I decided to ignore them for now in order to get all the speed advantages of WebGL. You may also notice audio glitches in some browsers, this is a browser issue sadly. Chrome works well enough for me.
If you have Windows, the "Windows" build is recommended instead. It is a zip around 10MB.
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