Information

Author:
    Jani_Nykanen
Rating:
    8.0 (5 votes)
Type:
    Game
Genre:
    Shooter
Language:
    C/C++
Reviews:
    None
Submitted:
    December 14, 2015
Dev - DB/form (refering to updated - check code)
Download:
    DOWNLOAD (1821)
Dev - make AJAX
Screenshots (8)
Dev - Also, on form submission, use GD to resize the image as a new thumbnail file
Dev - In the submission form, you can now upload a banner image
Operation Fungus
Operation Fungus is a 2D arcade-like shooter game, where you kill enemies to obtain crystals you can later use to upgrade your skills. The game have eight different stages!

(If you want to play native Linux build, you can find it on Game Jolt: http://gamejolt.com/games/operation-fungus/113698)


Read the controls before playing! (Can be found in the title screen)



Devlog: http://www.64digits.com/users/index.php?userid=Jani_Nykanen&cmd=comments&id=504487


Target platforms:



28 Results
1 2 Next

does this work on lenawks
Posted by NeutralReiddHotel December 15, 2015 0:01 - 1.2 years ago
| [#01]

Quote
does this work on lenawks

'Lenawks' sounds like 'Linux', so I assume it is what you meant. Yes, it does work, although the native build can be only found on Game Jolt (although it requires Allegro 5.0.11 or newer to work, I might try static linking later again).

The Windows version works fine through Wine, only controllers do not work (fun fact: I have never tested this game on Windows, I even compiled the Windows binary on Linux Mint!)
Posted by Jani_Nykanen December 15, 2015 3:17 - 1.2 years ago
| [#02]

Fun game, I haven't gotten far enough to give too much of an in-depth review, but from what I've seen and played, its enjoyable and has some great style.

Only complaint is that the drops from enemies and their attacks look pretty darn similar, and I was totally avoiding them for a while before I realized what they were.
Posted by twisterghost December 15, 2015 9:01 - 1.2 years ago
| [#03]

Quote
Only complaint is that the drops from enemies and their attacks look pretty darn similar, and I was totally avoiding them for a while before I realized what they were.

When you play it more, that shouldn't be a problem anymore, you start to automatically ignore the crystals.

I hope so, though, since there aren't much I can do to make people not to confuse them with the bullets: I already removed the black outlines of the crystals and added white outlines to the bullets. I cannot remove the crystal drops since it's part of the game concept: when the player's speed is high enough, he or she can avoid touching the crystals until their crystal multiplier is high enough.
Posted by Jani_Nykanen December 15, 2015 10:49 - 1.2 years ago
| [#04]

Quote
When you play it more, that shouldn't be a problem anymore, you start to automatically ignore the crystals.


Seems like a design problem, idk. "you'll get used to it" is a response that generally comes from having played the game so much while developing it. Try making them a different color? Shape? make them blink? Drop their opacity? Make them more like faded particles than solid projectiles as they currently appear? Animating them in some unique way could be useful, or maybe making hurry more to ping towards the player rather than floaty as they are now which makes them seem harmful
Posted by twisterghost December 15, 2015 11:55 - 1.2 years ago
| [#05]

Quote
. Try making them a different color? Shape? make them blink? Drop their opacity? Make them more like faded particles than solid projectiles as they currently appear

There aren't many good colours in NES palette. That's why I cannot make them transparent either. And they blink already.

Quote
or maybe making hurry more to ping towards the player rather than floaty as they are now which makes them seem harmful

But that floaty behaviour is part of the game concept, like I said above: "when the player's speed is high enough, he or she can avoid touching the crystals until their crystal multiplier is higher ".

I see what I can do.
Posted by Jani_Nykanen December 15, 2015 12:18 - 1.2 years ago
| [#06]

i downloaded this, but idk how to run it
Posted by NeutralReiddHotel December 16, 2015 10:55 - 1.2 years ago
| [#07]

@Reiddsan

If you downloaded the Linux version on Gamejolt:

Open terminal, type
Code
sudo apt install liballegro5.0

Then type
Code
./Fungus

And it should run. If not, download Allegro's source and see this: https://wiki.allegro.cc/index.php?title=Ubuntu_and_Allegro_5

If you downloaded the Windows version:

Just run "Fungus.exe".
Posted by Jani_Nykanen December 16, 2015 15:04 - 1.2 years ago
| [#08]

thank u sir, i'll get right on it and report
Posted by NeutralReiddHotel December 17, 2015 17:52 - 1.2 years ago
| [#09]

I just released a new version (0.3.0). And yes, I also uploaded it here.

The new version contains a new stage, and... um... I modified the behaviour of the crystals, now they will fly towards the player faster. Not sure if this fixes the issue twisterghost mentioned, but at least it's a small improvement.
Posted by Jani_Nykanen December 19, 2015 6:51 - 1.2 years ago
| [#10]

I'll check it out!
Posted by twisterghost December 19, 2015 20:55 - 1.2 years ago
| [#11]

I haven't tried the linux 64bit yet but I ran it directly off Windows XP via a VM through Puppy Precise 32 bit.. It's fun and reminded me of classic Turbo GFX and Sega Genesis game. I will get the allegro and try through linux 64bit distr.
Posted by mrpete December 21, 2015 22:01 - 1.2 years ago
| [#12]

I'm not totally sure if its me being awful, or the game being hard, or both, but this seems ridiculously difficult. I haven't been able to pass through the first mission, as it just devolves into dozens of enemies on the screen so fast. Is the point of the game to try over and over and grind until you have enough powerups to beat the level?

If thats what you're going for, its working, and I can dig it, but it just needs a bit more excitement than just 'this monster appears randomly, then this one, then this one too' so that the grinding doesn't get tiring too quickly. I found myself wanting to keep trying to get further each time, but ultimately didn't want to keep playing because it felt like it would take too long to grind out the points.
Posted by twisterghost December 21, 2015 22:06 - 1.2 years ago
| [#13]

@twisterghost

Well, grinding and the high difficulty are part of the game concept, but I admit that it's not pretty well balanced. I cannot change the game logic (i.e. how the monsters appear) since the game engine is not very flexible, but I can reduce some early game prices, so the player becomes more powerful earlier and beating the first levels doesn't take so long.
Posted by Jani_Nykanen December 22, 2015 1:45 - 1.2 years ago
| [#14]

I would be more inclined to see a higher reward for making progress. While it did feel mostly like I was woefully underpowered, seeing myself make actual progress would give more meaning to the grinding. Maybe have monsters drop more XP as you get further? Increase the base multiplier when you hit checkpoints? I dunno, I like the idea, it just needs to be a bit more rewarding for at least the first level.
Posted by twisterghost December 22, 2015 9:34 - 1.2 years ago
| [#15]

Well, the enemies drop much more XP in the later stages, so it gets more rewarding once you complete the first mission first. The gameplay also gets faster, so the gameplay becomes more entertaining. You just have to get pass the first level. I made some changes to the prices, so the first stage can now (well, in the next version) be completed within ten minutes.

Anyway, thanks for the feedback, some players just say "good game" and move to the next product. It's hard to balance game without any feedback.

EDIT: I just got an idea: I could add a survival bonus depending on the amount of time the player has survived. But that feature won't be in the next version, though, I need some time to implement and test it.
Posted by Jani_Nykanen December 22, 2015 10:23 - 1.2 years ago
| [#16]

Quote
I could add a survival bonus depending on the amount of time the player has survived.


That sounds pretty much spot-on. An exponential curve is more exciting than a slow drip of XP. More adrenaline of "oh man I'm doing so well, this is going to pay off!"
Posted by twisterghost December 22, 2015 11:28 - 1.2 years ago
| [#17]

Okay, version 0.4.0 is released (currently only here, since Game Jolt is partially down). Here's some new features and fixes:

- Survival bonus: You'll get crystals depending on how long you have survived (implementing this feature took actually only 15 minutes, heh). The bonus is equal to this: f(x,y) := ( x/10800 * (500*y)^(1.0 + 0.1*(y-1)) )^1.2, where x is the amount of frames the player has survived (60 frames = a second), and the y is the current stage

- Lower prices: The skill upgrades cost less, so you don't have to grind so much anymore. The first stage can be beaten in about five minutes if you have enough skill

- Fourth mission: "Post-apocalyptic Paradise"
Posted by Jani_Nykanen December 22, 2015 14:43 - 1.2 years ago
| [#18]

A new version (0.5.0) released. I'm too lazy to list all the changes, so read them here:
http://gamejolt.com/games/operation-fungus/113698/news/update-4-a-spooky-forest-and-easier-bosses/117602
Posted by Jani_Nykanen December 28, 2015 3:36 - 1.2 years ago
| [#19]

I released a new version, 0.7.0. Here's a list of changes (directly from Game Jolt):

Quote: Game's Game Jolt page

I just released a new build, 0.7.0 (I skipped 0.6.0 because the game is very close to be finished). It has - of course - a new mission ("I can see clouds!"), but also new story screens. Yay!
‚Äč
Oh, and now the controls are shown after the story screen. In the case you have missed the evasion button...

New features:
- Mission 6: I can see clouds!
- New story screens
- Controls screen now have text telling what the controls do (reading images might be hard)

Fixes and balancing:
- I did fix something, but I don't remember what it was any longer...

By the way, if you happen to see a typo in the story screen, please tell me! I was unable to contact my friend who usually corrects my English today, so the text might fixed in the next version.

Posted by Jani_Nykanen January 01, 2016 14:40 - 1.2 years ago
| [#20]

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