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Operation: Virion's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1DE5NVkklcHiZ55E1PuiljfUbHAUGyxEm5d56ZFfO-n0/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
The player controls a character that represents a white blood cell, an agent of the immune system, that traverses different parts of the human body in order to defend it against swarms of invading pathogens. Each level consists of a platformer-style area through which the player moves by moving from side to side, up and down and jumping over, between and through obstacles. The player can also move using their cloning ability by swapping to the most recently created clone.
The player will have to make use of their cloning ability to make clones of themselves to aid them in defeating hordes of enemies, as well as a boss in each level. They will also need to complete some puzzles/specific maneuvers in order to unlock special areas. In order to progress through the game, they will need to build new abilities, to do so they will need to collect as many proteins as possible during each mission, which they can then use as building blocks for new abilities.
Please explain how your game fits the theme:
‘Weapon’ interpretation - The player is acting as a white blood cell in the immune system that kills off the viruses entering the body. The attack mechanic consists of the player character cloning themselves and aiming the clones at the enemies, so the player quite literally is the weapon.
In the context of a platformer, players often make use of weapons such as swords, guns, or even their fists. In this game, however, the concept of a weapon extends more to the player themselves as the agent of destruction. The only way the player can defeat enemies is by making clones of themself to swarm and collide with pathogens. Using a blend of careful timing and physics, the player will be able to clear each area of pathogens to defend the body, or dodge the pathogens that are invulnerable.
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Comments
We apologise for an issue that has occured with submitting your rating. Your judge's review is pasted below:
I really like the look of this game, the art style is very cutesy and I appreciate the effort that went into the descriptions and the writing of the level setups! However the game stumbles when it comes to the actual playing of it. I found the movement to be very difficult to grasp and moving effectively was a nightmare, I felt like I would shoot off in random directions, and even after I figured out that you only moved when you were within a certain radius of a wall it was still very difficult to make my way through. Also, I found the UI to be very unresponsive in places. For example, the skill tree menu was completely unresponsive and I could not get it to let me select my abilities. I would try to make the movement feel more natural and intuitive before everything else, as that kept me from progessing past even the first level. I like your concept and I see the inspiration in your work, just needs more polish on the base mechanics and functionality!
Also for some reason over half the levels said they were already competed when I booted up the game, so I think someone submitted a test version
I don't know why, but it reminds me a bit of that old game called "Lemmings". Very neat idea! Love the clean aesthetics and how everything fits together well, although it's a pity that the resolution works a bit funkily - the only down-side. Splendid work!
Thank you for the compliments! I see the link to the Lemmings game, I used to love it! We will look into the resolution issues and hopefully be able to release an improved version soon :D
There's a good foundation here! I wish I could actually play the game, it looks really nice. I could barely read the text even in full screen though. I also started with basically every level completed already. I tried to play a bit but once I started moving it felt like my controls got taken control of and I got rekt. With barely being able to see what was going on, I couldn't really give this game a fair shake
Thank you for your feedback, we're still playing around with the movement as we noticed it is behaving weirdly, once it's fixed, we'll upload a new version to the game page with updated movement and UI copy :D
I really like the look of this game, the art style is very cutesy and I appreciate the effort that went into the descriptions and the writing of the level setups! However the game stumbles when it comes to the actual playing of it. I found the movement to be very difficult to grasp and moving effectively was a nightmare, I felt like I would shoot off in random directions, and even after I figured out that you only moved when you were within a certain radius of a wall it was still very difficult to make my way through. Also, I found the UI to be very unresponsive in places. For example, the skill tree menu was completely unresponsive and I could not get it to let me select my abilities. I would try to make the movement feel more natural and intuitive before everything else, as that kept me from progessing past even the first level. I like your concept and I see the inspiration in your work, just needs more polish on the base mechanics and functionality!
Also for some reason over half the levels said they were already competed when I booted up the game, so I think someone submitted a test version
Thank you so much for your feedback! As this is still only a prototype and we ran out of time near the end, unfortunately some features got the short end of the dev stick, the skill tree being one of them. We'll try our best to improve the movement as that is the core game mechanic, and we'll be adding the functionality for the skill tree in our next iteration. As for some of the levels being completed already, that was intentional: This is only a prototype and the level the player is started on is a later level so that all the gameplay mechanics and abilities could be experienced by the judges (or whoever is interested in playing). In later iterations, we will start the player off on the first level with very basic mechanics so they can get the hang of it and from there each level will add mechanics/skills until all of them have been learned/experienced. Again, thanks for the feedback, I understand how this could be confusing, so we will definitely try to improve on it in later iterations! :D