Alright should be fixed now. Thanks for letting me know!
Brick Wall Games
Creator of
Recent community posts
A top down shooter with plenty of juice and a decent amount of customization. Imagine the first stage of spore but with guns and a power drill. If that sounds interesting to you please keep on reading!
Introduction
You'll start with one inert host body to combine with one dangerous parasite, then begin your experiment. With your help, the symbiote will try to make its way through four increasingly difficult environments, defeating its competitors to prove itself as the strongest life in the petri dish.
Unlocks
During the game you'll unlock 3 new hosts and 3 new parasites that offer different abilities and attacks, then you can combine them in symbiosis to match your playstyle and beat the Alpha Symbiote.
Since the brackies jam ended I've been working hard on implementing all of the feedback from the jam. Me and my team were very happy with our ranking of #169 but I felt like It could be so much better with just another week of polish.
Links
The full details of the update can be found in my devlog here: https://brick-wall-games.itch.io/symbiosis/devlog/229178/symbiosis-post-jam-upda...
The Web GL version of the game can be found here: https://brick-wall-games.itch.io/symbiosis
You've got a very stronge core mechanic going on, but the implementation needs a little refinement. Some more responsive controls and reducing the cool downs would really help, at the moment you've made a game of attrition which is unique, but I think this game would be a lot more fun if it realied more on tradional platformer mechanics aswell as your unique death mechanic. Well done on creating this in a single week.
Sorry that bug happened man! It's because i made a mistake, sometimes enemy attacks and abilities can occure in between a physics frame, and because the edge collider i'm using is a single line it's possible to escape the petri dish accidentally. I've already got a fix sorted for this issue for the post jam update.
Played this on stream but didn't get a long time on it sadly. This could be a really nice project if it wasn't for the visual noise. It's very hard to see what's going on and where my player is. You might be able to fix this by just ordering the rendering layers so that enemies and the player are always shown infront of bullets.
Strong talk for someone that didn't fight the boss ;)
But yeah it's quite easy up until the boss fight. I think a large part of the problems with our game is just not giving the player enough information; we wanted little prompts to pop up and explain everything but i didn't get the time to implement them sadly, hopefully the updated game page helps. Thanks for playing!
Hey I played this on stream earlier and didn't get very far, just came back to it offstream and got abit futher. It's a nice game, but I think the difficult curve is a bit weird, some levels just seem to be way harder than others, I get that the difficult of puzzles is kinda of abstract and hard to balance.
It's nice to someone create a card game in an a week long jam, cause they can be difficult. There are some little changes you could of made just to make this game so much easier to understand:
- Increase card size (espeically in full screen mode), I would of made this entire game inside of Unity's canvas.
- Changed button interactable depending on game state.
- Adding in little pauses when an action takes place or turn ends with a short animation
- Putting the game state at the top of the screen in bigger letter rather than off to the side.
This is a very difficult game, and i've tried to play it a couple times this week but struggled to get my rocket working properly. Starting with just vertical thrust first to get the player to height goals then moving into directional control rockets would make the difficult curve a lot more forgiving.
There are also some small bugs were controls for rockets are appearing on my ship but I haven't added them, and the pause button graphic is often wrong.