Erma (Early Mammal) - Alpha 0.3.1
A downloadable game
Evolution sims.
Seldom representing the concept of "adaptation" all too well, and often not particularly fun in the first place, games like Evo and Spore have always been the epitome of "mixed bag, missed potential." My goal with Erma is to finally do the concept justice, by just creating a good, simple game, and layering it deep with the wildest customization concepts I could imagine.
Wishlist on Steam! NOW!!!
What makes Erma different?
- A highly developed movement and animation system. Much work has gone into balancing ease of control with making it fun and challenging to chase down prey and flee from predators.
- Visual customization is limited, but the exact parts you choose actually change your playstyle greatly. Does Erma catch her food with a long sticky tongue, or a powerful vacuum mouth? Does she swallow it up in one huge bite, or sip on it like a vampire bat? Are her legs built for long distance pursuit, or shorts sprints? Has she swapped out her claws for gliding membranes, or have all four of her limbs evolved into flippers to take advantage of the bountiful benefits of aquatic life?
- An arcady gameplay loop keeps the action and adaptation going nonstop. Spawn into large, procedural maps, complete various objectives while staving off starvation, and move onto the next challenge!
Is there a story?
Yup! A rather light one.
How do I play?
Glad you asked! Here's everything you need to know, for the time being.
Can I please just play the game now?
Almost! Since I've found little success devlogging on itch, here're the places to actually follow my progress.
Status | In development |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | AlmyriganHero |
Genre | Action |
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Development log
- Alpha 0.3.1 - Setting up the piecesApr 25, 2024
- Alpha 0.2.0Mar 03, 2024
- Patch 0.1.1Nov 28, 2023
- Alpha 0.1.0 releaseNov 05, 2023
- Nest raid gameplay footage!Aug 12, 2023
- Biome Tours - WoodlandsJun 20, 2023
Comments
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Feels really good so far. The various body parts are varied but all still feel viable. I like the player movement; the ponce in particular feels super satisfying. The only complaint I have is the resolution. I wish I could see further away, especially at high speeds or when fighting fast enemies like those raptors. I know I have the mini map (radar?) but during hectic fights its still hard to keep track of off-screen enemies.
Maybe this could be tied to some kind of vision trait? Better sight would zoom the camera out and let you see further away?
Hmm… Have you ever played "Wolf" from 1994?
No, but I assume you're referring to this game?
Yes. You should consider giving it a spin. Granted, 'tis a different sort of game to what you're trying to make here but, despite the archaic concepts, analysing its dynamics will surly benefit your design in the long run.
Edit: If you do, remember to skim through the game manual… :P