Cell King
About:
You are a mere cell, destined to be squashed. But survive, and grow your biological arsenal to dominate the chain.
Now supports mobile browser!
Controls:
WASD / Left Click and Drag - Movement
Mechanics:
Bottom left button for the upgrade screen, use cells dropped by enemies to buy parts
Known Bugs:
- Parts menu doesn't reset
- enemies can get stuck together
Status | Released |
Platforms | HTML5 |
Author | vergoh |
Genre | Action, Survival |
Made with | Unity |
Tags | 2D, Monsters, Pixel Art, Roguelike, Shoot 'Em Up, Singleplayer, Top down shooter, Unity |
Development log
- [Update #2] System changes, new part, future design84 days ago
- 1st Post Jam Update90 days ago
Comments
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Really enjoyed this game! The movement takes a little finesse, which I liked. Finding the right angles and inputs takes some focus. Going to focus on constructive feedback, but I do want to say that it's fun. Being able to drag and drop parts onto the player was nice, and the varied parts make gameplay a little different each time, which is cool.
1. Relative to the number of enemies, I did want the basic mouth attack, the bomber, and the spike attacks to trigger faster. Especially since it's tricky to aim, and because you can't replace the front mouth with something more effective later in the game.
2. It would be helpful if the main body was visually a little different from the extra bodies you can attach - slightly different color and/or slightly different size. So that the player can distinguish which direction they're facing, and which part will take damage if hit.
3. After about 3 minutes, I collected more cells than I knew what to do with. I did want to be able to attach 1 or 2 more parts to each body, if not more. I felt like I ran out of room quickly, and I had lots of cells that I couldn't effectively spend because I didn't have space for more body parts! Maybe a costly spacebar AOE attack or something for crowd control.
4. It would be cool if there was an additional enemy type that moved a little faster, or more erratically. Overall, I wanted the player character to feel more effective at killing enemies without driving down the difficulty. Introducing some trickier enemies as the player progresses could also reduce the performance strain, so that you don't have to spawn so many enemies to scale difficulty!
I got to 12 bodies at around 7 minutes of playtime. Then there were so many enemies and collisions happening, my macbook couldn't run the game properly xD Until then, it was fun!
Thanks for the feedback! this was all wonderful to read, and I'm glad you enjoyed the game. The spawning more enemies for scaling difficulty is definitely going to change in the next update
Cool game, gives me early Spore vibes. I personally do like the pixel art style, it might just be the background that throws people off? Like its not all in one unified style. If you want to change the art style I think a Fear and Hunger type art style would fit with the game, but do whatever YOU want! As others said, I think having some indication of what you're supposed to do starting out, and how the upgrades work could be good, just in case. I'd like to see a way to regain health, maybe by killing enemies you get a small amount back. It would be nice to try to tweak the movement a little so its easier to get around. I really like the little bug guys floating around, and how they can eat each other to get bigger. I'm also making a bullet hell shooter esq game called Shmooblin Blaster, so if you want to check it out and leave some feedback I'd really appreciate it! Good luck in the jam!
Spore was definitely an inspiration for the part attaching system! Fear and Hunger has a great artstyle that I could reference I'll keep that in mind. Great suggestions, all around, thanks for the feedback
This game has a lot of potential! Although I did find a few issues:
But aside from those things, this game is cool! I like the detailed backgrounds, the upgrading system, and the juicy sound effects!
Thanks for the feedback! Some of your feedback has hopefully been addressed in the new update :)
I just tried it, and the game is much better! I like the lifesteal effect that the mouths have! I also couldn't damage myself
Pixel art does not really fit this game.
Any suggestions for other art styles?
Nice Game! It has that feeling of progression that we love from these games.
Some feedbacks:
It wasn’t immediately obvious that I could fight other units, and so my first life was spent running away surviving, haha. But once I discovered that I could fight enemies, I started getting upgrades.
I think an indication that I’m supposed to drag an upgrade onto my character could be useful, but the interaction of dragging it on feels great otherwise.
Also I think a way to remove parts could be useful, especially if I run out of available room for an extender.
Thanks for the feedback Cam! I'll definitely take them into consideration for a future update