Mutate You Must!

We decided to make a tower offense game.

You are an evil alien, who wants to conquer the earth by “mutating” its inhabitants into evil creatures who fight their own race. The challenge is to mutate the right creatures at the right time, to overcome the defense lines of the earthlings. Because of the endangered human species, you have to choose your resources carefully.

Should run on Windows, Linux and Mac:
Windows: 32Bit of Python >= 2.6
Mac: 32Bit of Python >= 2.6, tested on OS X 10.6.8
Linux: 32Bit (x64 not tested) of Python >= 2.6. When crashing start with -s, deactivates sound which seems to be a little fragile with pyglet on linux

If it feels laggy: please set vSync to True in line 54. Thanks!


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Ratings (show detail)

Overall: 4.1
Fun: 4
Production: 4.3
Innovation: 4.1

Respondents: 23


File Uploader Date
Added switches to deactivate sound
Archy 2011/09/18 12:01
MutateYouMust 1.02 - linux font fix
Archy 2011/09/18 04:27
Final Shot.png
Archy 2011/09/18 00:58
Editor mostly working!
Archy 2011/09/14 20:16
Pumpenkarl 2011/09/14 02:45
Archy 2011/09/11 23:52

Diary Entries

Day 7 - Final Countdown

It has been done.

After long hours of hard work and hard hours of long work, countless votings concerning the title of our phantasm, "Mutate You Must" is the name of the game.

Today, or merely tonight, was all about creating most of our epic 14 level strong campaign, importing and implementing all the assets, graphics as well as sound and bringing all of our stuff together.

We also had a little bit of playtesting with some friends, who were not involved in our game for to check out the playability and beginner-friendliness of the levels, starting off with the tutorial.

Deployment issues had to be cleaned out, linux and windows should work fine, but there will probably be some patching later on today.

That's it, we hope you all enjoy the games and we look forward to checking out all the other ones!

So long and thanks for all the fish.


Day 6 - 5am

Much performance optimization done today. Using texture atlases now and mipmapping makes it look much better on various resolutions. Some new sounds, a little bit of creepy music and interactions between creeps. A few minor but nice particle effects were added too. The first missions are finished, tomorrow will mainly be polishing and making it fun + menus and mac/linux testing. Revision 350! Time to go to bed, good night... wait, DAMN, a name is still missing :(



Added optional grid alignment to the editor, logically I had to build towers all over the map. They are all rotating in different directions. This will make you dizzy! (when viewed in motion) :)