On a dark and gloomy night a portal suddenly opened to another dimension. This doomed dimension was filled to the brim with bugs, bugs everywhere! At first the humans tried to aproach these alien insects with peaceful intent, but it became immediately apparent that the bugs had a different plan. A brave hero decided to venture out into the unknown dimension and try to find a way to stop this evil from spreading. He realized that if he collected enough bugs the dimension would lag so much that it became unplayable and thus force the bugs to give up. You must now take control of that hero so that he can fulfill his quest.
- Move - A and D
- Jump (and Dubble Jump) - W
- Crouch - S
- Shoot - LEFT CLICK
- Map - TAB
- Restart game - CTRL + R
- Collect all the green bugs before the timer runs out.
- Use the map to guide you.
- Shoot enemies to extend the countdown.
- You start with 10 Ammo and 5 health.
- Recover ammo and health by collecting pickups.
Start with a small level. After you've collected all the bugs in it, a new, harder level Will be generated. If you die, the level gets regenerated and you have to try again. You win by completing a total of three levels.
Play through an endless stream of levels until you die. You get a score determined by how many bugs you collected.
- Red - Enemies
- Orange - Spikes
- Green - Bugs
- Blue - Health or ammo pickups
- White cross - You
Ending (In case you missed it):
The hero accomplished his goal and the portal closed, but, our hero had to sacrifice himself in the process. The hero and the bugs are now destined to spend an eternity stuck in the doomed dimension because it lags so much.
Holy shit this game was hard. I slowly started to get the hang of it after a while, and started utilising the map more, but it really took a while to get used to. I wish the green dots on the map woudl disappear after you collect the associated bug, cause I would sometimes get confused whether I had or hadn't collected certain ones on the map...
It's neat that the level layout seems randomly assembled from pre-fab chunks, but it was often done in pretty awkward ways. Sometimes pickups were in essentially unreachable spots. And I felt like the game sometimes put me in very random places after dying on spikes - sometimes right next to where I died, and sometimes far away...
The opening as well as the ending text scrolls a bit too fast for my liking.
At one point the game crashed with this error message.
Interesting that your game still has the same janky jump-through platforms as your last game, makes me wonder if there was some code reuse going on 🤔
Overall not a terrible game, but it was a little frustrating at times :P
kbjwes77 Level 19
The player movement was programmed well, the level generation was interesting, and the art was unique and clear. The mini-map was a cool addition, and helped a lot. The problems I faced were with the pacing and difficulty of the game, as well as the player feedback the game gives you. I felt the game didn't get harder or easier, just more of the same, which became repetitive. Sometimes I would have an excess of ammo and health, other times I would have none, and it seemed arbitrary. Also the player could rarely see a spider outside the view that was coming down to attack them before it was too late. There weren't any death animations for the enemies, or any feedback besides a sound for when I picked up something, which kind of felt empty. I wanted to like the game more, it was just missing a layer of testing and polish that would have gone a long way. Good work on creating all that unique music for each area by the way!
Well, I totally agree that there is a lackage of feedback, and the level design was (of couse) made in the last hours, so we didn't have time for any variation between stages. I think we spent too little time for polish in general.
Thank you for being honest. It's really helpful :D. I will take note of everything you said to future projects.
I'm old fashioned and prefer human made levels to procedural generation but I thought the enemies were well designed and fit the levels really well. I thought Insect Invasion was fun and fit the theme perfectly
Well, these are mostly human made, except we only put about five minutes to each chunk. The random generation is meant to put more emphasis on planning your route and reacting to what you see, instead of memorizing the level and perform by muscle memory. But yeah, it was on the cost of variation.
Thanks for playing!
Allison James Level 17
Great to see procedural generation done and done effectively in a game jam entry! I didn't encounter any issues with it either, although it didn't seem to be very difficulty curved 😅
This was fun, great work!
BitRapture Level 6
I've struggled a little on the levels, it seems that a couple places in them are unreachable. I like that you have to collect another gun in order to be able to shoot again (kinda similar to mine haha). Endless mode was a little bit clunky for me, I touched a spike and got shot into the walls lol.
Very nice art though, digging the music also!
I don't think the level generator is able to make places unreachable. I know one place, though that you almost need to perform a frame perfect jump to reach. That was a little mistake in the level design :/
I think I know what glitch you are talking about. That happens sometimes, but it's luckily just a visual glitch :D
Thanks for leaving feedback