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ParasiteWar's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Controls | #16 | 3.469 | 3.469 |
Fun | #24 | 3.469 | 3.469 |
Originality | #50 | 3.250 | 3.250 |
Accessibilty | #67 | 2.750 | 2.750 |
Overall | #79 | 2.826 | 2.826 |
Audio | #95 | 2.438 | 2.438 |
Theme | #115 | 2.344 | 2.344 |
Graphics | #124 | 2.063 | 2.063 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.1
Wildcards Used
Gridlock, Roshambo
Game Description
Parasite War Destroy all Blue Parasite
How does your game tie into the theme?
its Parasite Destroying other Parasite
Source(s)
dont know how
Discord Username(s)
yuro2d
Participation Level (GWJ Only)
3
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Comments
Wow that last level was challenging! But I was able to do it. Great puzzle game. Really fit the Roshambo wildcard beautifully. The mechanic was really clever and I really enjoyed the game. Great job!
Neat little puzzle game. However, I'm not really sure of the logic behind the enemy movement. It feels almost random at times. Gave me five minutes of fun though so good job :)
Very cool puzzle game ! I loved it ! Having to manage all the shapes at the same time add a nice complexity
What a neat little game! I managed to pull through barely in a couple of the levels, and that last one was a bit of a mind bender, but it was fun!
Well done!
Audibly gasped when the shapes started moving. The last level was definitely a brain twister for me. Having all objects move at once did get a bit overwhelming in terms of keeping track and planning. Nevertheless, good work!
Really nice submission, I enjoyed this! At the beginning I was afraid it was a memory game, and that it would have continued to introduce new shapes ^^" Fortunately, in the end the schema was easy to remember, and the last levels were really intriguing!
I managed to reach the final level, of which I appreciated the design and gave me a lot of fun. Congratulations :D
I really enjoyed this. I thought the last level was really well designed.
Loved the grid based rock paper scissors! Level design was well done and the mechanics are solid. Loved the twist with every level!
Very interesting puzzle game mechanics. I never thought I would fear some shapes moving around :D great job!
Pretty short and sweet, although at times it felt like I was able to get away with not really caring what I was doing since it seemed that even if I got a match-up wrong it annihilated both objects, so as long as I was ahead I could basically sacrifice some to finish out the level. Not a huge deal, but it felt a little odd.
I was also confused about what the rules for the AI movement were, as others mentioned. It kind of worked out but ultimately made it feel more random than puzzle-y.
All that said, it still came together reasonably well, so nice job!
Nice idea for a game! Not too much feedback that hasn't already been stated, the earlier levels were more fun but I found the last level very challenging. I did manage to beat it but it felt largely luck based. I hard a hard time understanding how the enemies would move, it seemed that they would move the direction you moved, but only sometimes. I guess that is what makes a challenging opponent!
My main point of feedback would be making sure you have the game's scaling nailed down, the window was very large but the game board was very small for me, so it was hard to see what was going on.
All that being said, great job getting the game together, hope to see you in the next jam!
A pretty fun puzzle game! Two things I would add would be a visual indicator telling the player which of the shapes kill which and something to further enforce the parasite theme of the game
This was an interesting puzzle game. When they started moving I thought that it was going to be really annoying because it would seem really random, but I was still able to clear the levels, even if it was just by brute force. Well done overall, though I think that the theme of parasite could've been incorporated a bit more.
Great little rock paper scissors game, some of the later levels really made me think. Well done!
I quite enjoyed this tho that last level was tough!
When it comes to game jams I love stuff like this which is super simple to understand and play but then makes me think to work out the solutions.
Great entry!
Full marks on originality. Awesome take on the wildcards for grid and Rushambo. Not sure if it was intended, but when the shapes stacked I cant really tell whats in my blob, but maybe I wasn't supposed to let that happen!
I like the originality of this game. I had fun playing. The sound effects were interesting as well.
Nice concept and puzzle mechanics, I noticed some bugs that maybe were not intended like enemies going over each other, something that I had to deal with in mine too. I think we went for similar concepts :D
Yep. I see few games that has similar concept like us. I like your game too. Yea the overlapping thing, I don't know how to fix it. I wonder how you solve the going over each other thing? Wanna trade code?
Not a problem in trading code, maybe send me a private message so that we don't put it in the comments, anyway what I do is using a Dijkstra algorithm ( pseudocode here: https://en.wikipedia.org/wiki/Dijkstra%27s_algorithm#Pseudocode ) to find the shortest path to the player, but I removed from the graph of vertices all of those that already has an enemy on it, if at any point the queue of nodes to visit is empty or the min distance is > 64 (since my board was 8x8 and I didn't know if it was possible to do <variable> == INF as a check) then I return an empty array, and an enemy moves only if the array has a dimension > 2 (since 2 is a path that includes the starting node and the arrival node).
Also don't add a neighbour node to the list at line 13-14 of the pseudocode if the node is in the nodes to avoid.
Definitely a steep difficulty change between level 3 and 4 but the core concept is strong. The roshambo aspect helps to shake up the gameplay and trying to line up the correct unit for the situation made for some fun puzzling. The graphics were a bit light and I have a feeling this one would be pretty rough for people with blue-red color blindness since the brightness of enemy/allied feels identical aside from the color but that's hard to say since my deficiency is on the red-green spectrum. Otherwise solid entry and had plenty of fun!
Great idea, there was a big jump up in difficulty for that final level and I didn't manage to finish it. Could definitly be expanded into a full game