Evolve Me

Evolve Me (stylized as Evolve [Me]), is an puzzle-platfom game currently in development as part of Concept Swap Day. This game follows the development of an experimental life form named Genome; while he dies very easily, he will gain a new power upon respawning that will prevent him from dying to the same hazard. Unlike in other platform games, the player is required to die at least once in most levels in order to gain these evolutions. While each evolution gives him new abilities and moves, they can also remove skills he possessed in his base form, as well as prevent him from gaining a related evolution. For this reason, it is essential to plan when and where each death occurs in order to achieve the level's objectives.
==Premise==
Evolve Me takes place in a laboratory where experiments in genetics are taking place. One of these is Project Genome, a project to create a new life form capable of evolving when exposed to new threats. The project was only partly successful - while Genome can react to new threats, the process doesn't occur quickly enough to avoid dying. In addition, Genome lacks the intelligence to effectively use any of its potential.
After considering scrapping the project, the scientists instead decide to develop it further. By implanting a chip into Genome's mind, they are able to track its brain patterns leading right up to it's death - they can use this to reproduce a clone of Genome with the new evolution it was attempting to create. With this new direction, the team prepares to test both Genome's mind and body in a series of experiments, in hopes of using the results of each to create his prefect form.
==Gameplay==
===Overview===
The primary goal of each level is to guide Genome to the cyro-pod at the end, where its body will be preserved and its mental processes stored for future use. However, since almost every level requires Genome to die at least once, there are a few additional metrics by which its final score is measured:
#Genome must reach the end of the level.
#It must do so at or beneath the predicted death count.
#At the same time, it must finish the level with the required physical upgrades.
#If possible, it must also acquire a bonus nutrient pellet (I.E. food), and move it to the goal. It will be dropped if Genome dies, but can be picked back up if it lands on a safe place.
#It must do all the above as quickly as possible.
Based on its results in these five areas, Genome will be assigned a final score ranging from 0.0 to 1.0. In order to advance to the segment test (or boss fight), his aggregate score for the previous levels must be high enough.
===Upgrades===
Every time Genome dies, it will respawn with an upgrade specific to his cause of death. Many of these evolutions are interrelated, and having a combination can allow new skills to be accessed, or prevent some from being used. Each "set" of upgrades have unique interactions with each set member and some other sets.
Upgrades 	Upgrades
External Armor 	External Armor
In its weakest form, Genome possesses only a pair of shoulder pads for protection. As it succumbs to various physical threats, Genome will gain stronger armor, at the cost of mobility and greater weight.	
In its weakest form, Genome possesses only a pair of shoulder pads for protection. As it succumbs to various physical threats, Genome will gain stronger armor, at the cost of mobility and greater weight.
Armor 0- 	Genome has a pair of small shoulder pads. While it offers little protection from attack, it is fairly light, allowing Genome to float along rising air currents. Its flexible body can also squeeze throw tight openings. This armor is active by default.
Armor 1- 	Genome has slightly larger shoulder pads, as well as a breastplate, cheek-plates, and bracelets on its arms. The armor is strong enough to withstand bladed enemies and hazards, and still light enough to ride air currents, but Genome can no longer enter tight passages. This armor is activated when killed by bladed hazards or enemies.
Armor 3- 	Genome has much larger shoulder pads, armored side-guards attached to its larger breastplate, gauntlets in place of bracelets, and wider cheek-plates. In addition to the benefits from Armor 1, this form can withstand spiked enemies and hazards. Genome can no longer ride on air currents, but can lift and carry heavy objects. It can also walk through air currents that would blow it away before. This armor is activated when killed by spiked hazards or enemies.
Armor 4- 	Genome now has a full set of armor that covers all of its limbs, as well as its cheek-guards morphing into a full helmet. In addition to the benefits from Armor 1 and 2, this form can resist being crushed by hazards or enemies. Genome can no longer ride vertical lifts due to the armor's weight, but can break or push lifts in its way. It can also throw objects rather than just carry them. This armor is activated when crushed by presses or large enemies.
Temperature Tolerance 	Temperature Tolerance
Genome has limited resistance to temperature changes by default,
 but will quickly succumb to extreme heat or cold. Due to the nature of this evolution, Genome has the option to develop one of two resistances. Once he has developed heat or cold resistance, he cannot gain the other one, even after dying to it.	
Genome has limited resistance to temperature changes by default,
 but will quickly succumb to extreme heat or cold. Due to the nature of this evolution, Genome has the option to develop one of two resistances. Once he has developed heat or cold resistance, he cannot gain the other one, even after dying to it.
Neutral Form- 	Genome is light green by default, with large red eyes. It can survive in warm and cool biomes for a while before succumbing to the elements, but will die instantly when exposed to magma or liquid nitrogen.
Heat Form 1- 	Genome has a slightly redder hue, sharper eyes, and a fanged mouth. Genome can survive indefinitely in warm biomes, and enter magma for a limited time before dying; however, it cannot survive in cool biomes for as long as before. After being exposed to heat, Genome can breath a stream of fire until it cools off. This form is activated when killed by ambient heat or flames in his Neutral Form.
Heat Form 2- 	Genome has a much redder hue, and more prominent points on his fangs and eyes. Genome can survive indefinitely in both warm biomes and magma, and gains fire breath with longer range. It can also use absorbed heat to create explosions to launch itself over gaps. Genome can still drown in magma if it doesn't hasn't evolved a coping mechanism, and will be killed almost instantly by cold biomes unless it has heat stored inside. This form is activated when killed by flames in Heat Form 1, or by magma in either Neutral Form or Heat Form 1.
Cold Form 1- 	Genome has a slightly bluer hue, rounder eyes, and pouches on his cheeks. Genome can survive indefinitely in cool biomes, and enter liquid nitrogen for a limited time before dying; however, it cannot survive in warm biomes for as long as before. After being exposed to cold, Genome can absorb heat from the air to freeze it, creating icy projectiles. This form is activated when killed by cool biomes or ice in his Neutral Form.
Cold Form 2- 	Genome has a much bluer hue, and much rounder eyes and pouches. Genome can survive indefinitely in both cool biomes and liquid nitrogen, and can launch larger ice projectiles. It can also draw heat from water to freeze it, allowing it to walk across for a while. Genome can still drown in liquid nitrogen if it doesn't hasn't evolved a coping mechanism, and will be killed almost instantly by warm biomes unless it has released any heat stored inside. This form is activated when killed by ice in Cold Form 1, or by liquid nitrogen in either Neutral Form or Cold Form 1.
Mobility Modifiers 	Mobility Modifiers
Genome can jump fairly well, but isn't able to survive falls into pits. It will evolve new ways of dealing with long falls each time it drops into a pit.	
Genome can jump fairly well, but isn't able to survive falls into pits. It will evolve new ways of dealing with long falls each time it drops into a pit.
No Modifiers- 	In its standard form, Genome has fairly limited movement options. In addition to the jump, Genome can climb ropes and poles, as well as run fairly quickly.
Claw Modifier- 	Genome grows three claws on each hand. Genome can now climb walls for a limited time, jump off walls, or slash enemies to attack them; this comes at the cost of Genome's ability to climb ropes, which are to thin for the claws to grasp. Genome's attacks vary slightly by temperature form, such as fiery slashes in the Heat Forms and freezing slashes in the Ice Forms. This modifier is activated by falling into a pit with no modifier.
Wing Modifier- 	Genome gains a set of wings similar to a beetles. With this upgrade, Genome cannot fall into pits, instead hovering near the bottom of the screen until it touches a wall he can climb. The wings can also be used to hover over gaps, but at the cost of a slower run speed. This modifier is activated by falling into a pit with the Claw Modifier.
Respiratory Organs 	Respiratory Organs
Genome can be exposed to hazardous environments for a limited time, but will need to boost its respiratory system eventually. This set contains three forms resistant to drowning, poisoning, or irradiation. Once learned, any of the three forms can be triggered at will, but Genome will be unable to switch to a different form until it dies.	
Genome can be exposed to hazardous environments for a limited time, but will need to boost its respiratory system eventually. This set contains three forms resistant to drowning, poisoning, or irradiation. Once learned, any of the three forms can be triggered at will, but Genome will be unable to switch to a different form until it dies.
Normal Organs- 	
*Genome has no bonus abilities, instead retaining its default dash speed and swimming speed. It can survive for a limited time underwater, in toxic environments, or in radiation. These organs are present in his default form.
Seanome- 	
*Genome gains a finned tail and gills, allowing it to survive underwater. In addition to breathing underwater, it also increases his swimming speed, at the cost of slower speed on land and a shorter dash. These organs are activated by drowning.
Toxinome- 	
*Genome gains a pointed tail and a stronger immune system, allowing it to survive in toxic environments. While it can now survive in poison indefinitely, Genome's lung capacity is reduced, preventing him from swimming for extensive periods. These organs are activated by succumbing to poison.
Radiome- 	
*Genome gains a barbed tail and more resilient cells, allowing it to safely survive in irradiated environments. In addition, Genome can emit absorbed radiation after leaving such an environment, but leaves it vulnerable to both warm and cool biomes, regardless of its current heat form.
Core Endoskeleton 	Core Endoskeleton
Genome can be upgraded to handle two energy-based threats, lasers and electricity. Much like its respiratory forms, these abilities must also be triggered even after acquiring them, but in this case this is done by encountering the hazard itself. Just as before, Genome will be unable to switch to a different form until it dies.	
Genome can be upgraded to handle two energy-based threats, lasers and electricity. Much like its respiratory forms, these abilities must also be triggered even after acquiring them, but in this case this is done by encountering the hazard itself. Just as before, Genome will be unable to switch to a different form until it dies.
Normal Endoskeleton- 	
*In its default form, Genome will be instantly killed by both electricity and lasers, and will not interact with magnetic surfaces. This endoskeleton is indicated by its purple horns.
Laser-Proof Endoskeleton-	
*Genome becomes immune to optic lasers - contact with lasers will power up a ranged laser attack that can cut through tough materials. However, its charged body will be repelled by magnetic surfaces, preventing it from approaching them.
Spark-Proof Endoskeleton-	
*Genome becomes immune to electricity and electrified surfaces - contact with electricity will allow it to fire electric bolts and power machines. However, its magnetic body will be attracted to magnetic surfaces, preventing it from jumping off them.
Asexual Reproduction 	Asexual Reproduction
Unlike all the other upgrade, Genome receives this skill permanently after clearing a certain number of tests. Genome can spawn a single egg at any location it wants. When Genome dies, it will not be respawned at the start of the level; instead, a clone of Genome will emerge from the egg. This clone will not gain any upgrades from the former's death, but all the progress and changes made to the level will remain. This is useful both for avoiding unwanted upgrades and respawning at a different location to solve trick puzzles. Keep in mind that even with this skill, each death is recorded and contributes to the final score.	
Unlike all the other upgrade, Genome receives this skill permanently after clearing a certain number of tests. Genome can spawn a single egg at any location it wants. When Genome dies, it will not be respawned at the start of the level; instead, a clone of Genome will emerge from the egg. This clone will not gain any upgrades from the former's death, but all the progress and changes made to the level will remain. This is useful both for avoiding unwanted upgrades and respawning at a different location to solve trick puzzles. Keep in mind that even with this skill, each death is recorded and contributes to the final score.
==Obstacles==
===Enemies===
===Hazards===
*Type: Melee Damage
**Blades - Cut Genome on contact. Activates Armor 1.
**Spikes - Impales Genome on contact. Activates Armor 2.
**Presses - Crushes Genome if it is between them and a hard surface. Activates Armor 3. 
*Type: Temperature Damage
**Warm Biomes - Kills Genome through dehydration if overexposed. Activates Heat Form 1. Some enemies give off heat auras with the same effect.
**Cool Biomes - Kills Genome through hypothermia if overexposed. Activates Cold Form 1. Some enemies give off cold auras with the same effect.
**Fire - Causes Genome to burn, inflicting a self-sustaining warm biome that kills it if the flames are not extinguished. Activates Heat Form 1, or upgrades 1 to Heat Form 2.
**Ice - Fire - Saps Genome's body heat, inflicting a self-sustaining cool biome that kills it if the ice is not removed. Activates Cold Form 1, or upgrades 1 to Cold Form 2.
**Magma - Incinerates Genome on contact; if Heat Form 1 is active, has the same effect as warm biomes. Activates Heat Form 1, or upgrades 1 to Heat Form 2.
**Liquid Nitrogen - Freezes Genome solid on contact; if Cold Form 1 is active, has the same effect as cool biomes. Activates Cold Form 1, or upgrades 1 to Cold Form 2.
*Type: Atmospheric Damage
**Water - Genome can swim freely in water, but cannot breathe in it. Suffocates Genome if it doesn't surface in time. Activates Seanome. Removes the effects of Fire or Ice hazards.
**Poison Gas - Genome can survive in toxic environments temporarily, but will die through extended exposure. Activates Toxinome.
**Radiation - Genome can survive in irradiated environments temporarily, but will die through extended exposure. Activates Radiome.
**Toxic Water - Has the combined effects of Poison Gas and Water. Kills Genome rapidly in base or Radiome form, and slowly in Seanome and Toxinome forms. Activates Seanome; if Seanome is already learned, activates Toxinome.
**Heavy Water - Has the combined effects of Radiation and Water. Kills Genome rapidly in base or Toxinome form, and slowly in Seanome and Radiome forms. Activates Seanome; if Seanome is already learned, activates Radiome.
*Type: Fall Damage
**Bottomless Pits - Instantly kills Genome when entered. Activates Claw Modifier first, and the Wing Modifier second.
*Type: Energy Damage
**Lasers - Incinerates Genome on contact. Activates the Laser-Proof Endoskeleton.
**Electricity - Electrocutes Genome on contact. Activates the Spark-Proof Endoskeleton.
*Type: Fatal Damage
**Atom Beam - Disintegrates Genome instantly on contact, and prevents any respawns. Clone Eggs will still be activated upon death.
**Parasite - Saps Genome's health over time. If not removed, it over Genome's body, and prevents any respawns. Clone Eggs will still be activated upon death, but will be hunted down by the Parasitic Genome.
**Self-Destruct - Attempting to leave the boundaries of a stage will cause Genome to explode, forcing a respawn. Self-destructing 3 times will kill Genome permanently, leading to an automatic failure.
===Bosses===
In this game, bosses are fought in phases. Generally, each phase will require striking a particular body part of a massive enemy using Genome's evolved skills. Bosses will switch to the next phase when said part is severely injured, but not destroyed - attacking that part again without dying to destroy it will grant a score bonus.
Bosses 	Bosses 	Bosses
Bladium Beetlroach 	Bladium Beetlroach 	Bladium Beetlroach
A beetle-cockroach hybrid that attacks with blades, spikes, and its massive armor. Tests Genome's use of Armor Upgrades. 	
A beetle-cockroach hybrid that attacks with blades, spikes, and its massive armor. Tests Genome's use of Armor Upgrades. 	
A beetle-cockroach hybrid that attacks with blades, spikes, and its massive armor. Tests Genome's use of Armor Upgrades.
Phase 1 	Phase 1 	Phase 1
Bladium spits out puffs of air that push Genome back a little. Genome can counter by running through the wind to strike the beast's weak point - his exposed brain. 	Bladium creates a protective shell over his brain, and fires more persistent air. Genome must reach the head again, and squeeze through a gap in the shell to strike again. 	Bladium creates a larger shell and begins throwing bladed projectiles from his mouth. Genome can deal an extra hit by avoiding the blades to squeeze through and strike again. Otherwise it must use its stronger punches to attack the mouth.
Phase 2 	Phase 2 	Phase 2
Angered by Genome's persistence, Bladium grows much thicker armor covering its brain and mouth. He continues throwing bladed projectiles. Genome can reflect them by punching them, causing Bladium to recoil - this exposes the mouth for another attack. 	Bladium stops throwing small blades and instead tosses much larger ones - they spin rapidly as the hit the ground, and create temporary rising currents. Genome can ride these currents to land on Bladium's armored head, exposing the mouth again. 	Bladium launches faster blades that are barbed - Genome can ride the air gusts again to strike from above, but if it gets hit it will instead have to catch the blades and swing them at his eyes.
Phase 3 	Phase 3 	Phase 3
Bladium is in pain from the damage his eyes took, and begins flying in the air. He launches bladed projectiles at Genome before swooping towards him. Genome can carry the blades and swat his eyes with them as the beast swoops by. 	Bladium grows a thicker shell that covers its eyes, and continues his previous attacks. Genome must hit the armor with the blade to lodge it in, then punch it all the way in when Bladium swoops again. 	Bladium stops swooping, instead launching much larger spikes that stick into the ground - Genome can bounce on them while carrying a bladed projectile to attack the eyes as before, but must be careful that Bladium doesn't crush him - he will stomp down occasionally. If that happens, Genome must catch and throw him as he does.
Phase 4 	Phase 4 	Phase 4
Now desperate and blinded, Bladium resorts to repeatedly stomping across the ground while spitting blades everywhere. Genome must catch and throw the largest one, striking at the center of his helmet. 	Bladium will continue both stomping and flying, while still firing spikes and blades. Genome must stand on him when he jumps to gain height, jump off at the vertex as Bladium stomps, and land on the blade to drive it deeper. Doing this twice will destroy the helmet and break his wings. 	Now defenseless, Bladium can only fire the same weak air puffs from before. Genome must simply pick him up, throw him on his back, and crush him. Genome gains bonus points for striking the head.
Farcius Mothlight 	Farcius Mothlight 	Farcius Mothlight
A moth-lightning bug hybrid that attacks with blasts of fire or ice, as well as deadly spikes. Tests Genome's use of Temperature Upgrades. 	
A moth-lightning bug hybrid that attacks with blasts of fire or ice, as well as deadly spikes. Tests Genome's use of Temperature Upgrades. 	
A moth-lightning bug hybrid that attacks with blasts of fire or ice, as well as deadly spikes. Tests Genome's use of Temperature Upgrades.
Phase 1 	Phase 1 	Phase 1
Farcius flies above Genome, shooting jets of water in an attempt to push him away. He will eventually swoop downwards, giving Genome a chance to jump on his head. 	Farcius grows blades along its head, and fires bladed projectiles at Genome that fragment into needles. Genome can gain either Armor 1 or 2 depending on the hazard - it can then either jump on his sharp head or pick up the needles to swing at him. 	Farcius activates his elemental power, and begins spraying fiery orbs and icy shards at Genome. Genome can get an extra hit in before gaining either his Heat or Cold form, determining how he can attack moving forward.
Phase 2 	Phase 2 	Phase 2
Farcius becomes angered, and will switch between fiery and icy forms during the fight. He will either shoot streams of fire from his tail, or drop icy shards from his wings. Genome must absorb the heat or cold, and either burn Farcius' wings or freeze his tail. 	Farcius resorts to dropping fiery and icy bombs - these produce temperate auras that match their element, but can be destroyed. Genome must attack in the same way as before. If Genome is crushed by one of the bombs, he can also use Armor 3 to throw them at Farcius for bonus damage. 	At this point, Farcius will permanently switch to the opposite element as Genome, producing a massive aura around him to damage Genome. He also begins spawning enemies matching Genome's current element. Genome simply needs to strike a third time.
Phase 3 	Phase 3 	Phase 3
Farcius and the minions will spit magma or nitrogen, depending on their form. Genome must gain his second elemental form, and use the enemies' auras and attacks to both stay alive and power his secondary attack to strike Farcius twice. 	Farcius begins to weaken, but continues to throw elemental bombs while trying to land on Genome. If Genome doesn't yet have his Armor 3, he must gain it and throw Farcius into a wall to stun him, before attacking the relevant body part one last time. 	At this point, Farcius has either lost his icy wings or fiery tail, preventing him from properly controlling his body temperature. Striking its wings repeatedly with icy attacks will cause him to completely freeze and die. Striking its tail with fire attacks will cause him to incinerate from the inside out.
Hazonite Shrimpion 	Hazonite Shrimpion 	Hazonite Shrimpion
A shrimp-scorpion hybrid that attacks underwater- its internal structure contains both deadly poison and radioactive upgrades. Tests Genome's use of Respiratory Upgrades. 	
A shrimp-scorpion hybrid that attacks underwater- its internal structure contains both deadly poison and radioactive upgrades. Tests Genome's use of Respiratory Upgrades. 	
A shrimp-scorpion hybrid that attacks underwater- its internal structure contains both deadly poison and radioactive upgrades. Tests Genome's use of Respiratory Upgrades.
Phase 1 	Phase 1 	Phase 1
Shrimpion begins the battle in the background, lobbing blobs of water towards Genome. When she attacks by throwing her hooked tail at Genome, it can counter by jumping on the tail. 	Shrimpion grows stronger armor around her tail, then launches streams of water that fill the battle arena halfway. When she attacks with her tail again, Genome needs to get hit to gain Armor 2, then stomp her tail using the armor's weight. 	Shrimpion fills the rest of the arena with water, preventing Genome from stomping her tail. He will have to drown at this phase, gaining the Seanome form to bash her tail.
Phase 2 	Phase 2 	Phase 2
Shrimpion becomes angered, and inhales all the water, eating Genome in the process. The rest of the battle occurs inside her. Genome must first attack all her teeth, while avoiding being crushed by them. 	After being swallowed further down, Genome must contend with the poison in her gut while attacking weak points there. If it still has Armor 2, it can also scale the stomach walls to attack more. 	The intestines contain stronger poison, forcing Genome to gain the Toxinome form. It must either use Toxinome and clog pores in her intestines, or use Seanome to strike more weak points.
Phase 3 	Phase 3 	Phase 3
Either way, Genome breaks through the intestines and scales Shrimpions internal structure. It must break the radioactive augments in her skeleton, releasing radioactive energy in the process. 	Shrimpion powers up, generating immense radiation and spawning worm-like enemies. Genome must gain the Radiome form to survive for long, while breaking the remaining cores. 	With her power sapped, the augments protecting Shrimpion's brain disable. Genome can choose any form he wants to attack it- Seanome survives longer in the aquatic brain chamber, while Radiome and Toxinome both deal more damage.
Vertosphere Arachonfly 	Vertosphere Arachonfly 	Vertosphere Arachonfly
A spider-dragonfly hybrid that attacks with wind and blades, while utilizing its treacherous battle arena. Tests Genome's use of Mobility Upgrades. 	
A spider-dragonfly hybrid that attacks with wind and blades, while utilizing its treacherous battle arena. Tests Genome's use of Mobility Upgrades. 	
A spider-dragonfly hybrid that attacks with wind and blades, while utilizing its treacherous battle arena. Tests Genome's use of Mobility Upgrades.
Phase 1 	Phase 1 	Phase 1
Arachonfly creates threads of silk along the walls that Genome can climb up, and then begins launching balls of webbing at Genome. It must avoid the balls and jump on Arachonfly's thorax to damage it. 	Arachonfly grows spikes along its back, and begins shooting spiky balls of web at Genome. Genome needs to get hit and upgrade its armor before it can stop him again. 	Arachonfly dives onto the floors of the stage, creating pits along either side. Genome can jump over the pit and strike Arachonfly as before, which will make him destroy the threads along the wall. Otherwise, Genome must grow claws to attack.
Phase 2 	Phase 2 	Phase 2
Arachonfly begins creating wind currents to push Genome back, while firing balls of web and fireballs. Genome can gain its fire form at this point, but it is not necessary. Genome needs to use the traction its claws grant to approach and climb the walls, striking Arachonfly's wings.	With his wings weakened, Arachonfly destroys the lower half of both walls, and begins swooping across the stage. Genome needs to bounce off him to reach the walls, then drop from a higher place to gain the power to knock Arachonfly down. 	Arachonfly retaliates by swooping once more, this time destroying the floor. If Genome is quick, and has not yet fallen twice, it can bounce on Arachonfly once more and attack as before. Otherwise he needs to grow his wings and slash his face.
Phase 3 	Phase 3 	Phase 3
With most of the stage destroyed, Arachonfly summons a massive web in the background, and fires fireballs and web balls into it. Genome must climb what is left of the walls and drop onto Arachonfly as he flies below. It can attack with fire powers if it has them. 	Arachonfly destroys the last of the stage's walls, forcing Genome to bounce on the clumps of silk in his web. His body can no longer be struck, and Genome can only chip away at his wings. 	With its wings torn to shreds, Arachonfly becomes entangled in its own web. Genome can dispatch him in three ways: cut down the web with its claws and send him to his demise, slash away at him directly, or burn him to death if its fire form was acquired.
Sparzer Centislug 	Sparzer Centislug 	Sparzer Centislug
A centipede-slug hybrid that attacks with deadly lasers and electric slime. Tests Genome's use of Skeletal Upgrades. 	
A centipede-slug hybrid that attacks with deadly lasers and electric slime. Tests Genome's use of Skeletal Upgrades. 	
A centipede-slug hybrid that attacks with deadly lasers and electric slime. Tests Genome's use of Skeletal Upgrades.
Phase 1 	Phase 1 	Phase 1
Sparzer begins the fight by sliding slowly along the ground, leaving a trail of slick slime behind him. Genome must avoid his large mouth and jump on each of his 5 segments once. 	Sparzer begins climbing the walls and sliding along the ceiling, attempting to drop on top of Genome. The impact causes chunks of machinery to fall from the ceiling. If Genome avoids getting crushed, it can damage each segment a second time. Otherwise, Genome can throw the machinery at him.	Sparzer sheds its outer skin to reveal a slimy inner body that produces electricity. He continues to attack in the same way, except each slam attack creates electric sparks along the ground. Genome needs to throw the machinery at him a second time.
Phase 2 	Phase 2 	Phase 2
Sparzer releases a wave of electricity, powering platforms in the background. He begins scuttling along the wall in the background, dropping electric sparks as he travels. Genome needs to use the electric skeleton upgrade to counter with electric attacks. 	Sparzer continues attacking with his electric sparks, but also drops from the ceiling to execute a rolling attack. Genome must continue attacking with sparks. 	Sparzer mutates his body to absorb the electric attacks sent to him, and releases a massive attack when hit enough times. The attack also leaves him open, allowing Genome too grab and throw him.
Phase 3 	Phase 3 	Phase 3
Sparzer counters by using its laser-based attacks - it begins crawling along the ceiling again, shooting ranged lasers that are blocked by the platforms. Genome may either continue attacking with sparks, or switch to its laser form. 	Sparzer begins attacking with both his electric slam attack and giant laser beams. Regardless of which form Genome chooses, it must avoid the opposite attack Sparzer uses. 	Sparzer uses its powers to absorb both electric and laser energy, but cannot release it quickly enough. Genome must strike it repeatedly with a particular elemental attack, either electrocuting him or causing bursts of lasers to cut him apart.
Volavile Virusite 	Volavile Virusite 	Volavile Virusite
A virus-parasite hybrid that attacks with both deadly poison and parasitic spawn - it also possesses most of Genome's abilities. Tests Genome's use of Asexual Reproduction. 	
A virus-parasite hybrid that attacks with both deadly poison and parasitic spawn - it also possesses most of Genome's abilities. Tests Genome's use of Asexual Reproduction. 	
A virus-parasite hybrid that attacks with both deadly poison and parasitic spawn - it also possesses most of Genome's abilities. Tests Genome's use of Asexual Reproduction.
Solatom Heligear 	Solatom Heligear 	Solatom Heligear
A mechanical drone that attacks with deadly atom beams, and can activate Genome's self-destruct chip. Tests Genome's use of every ability. 	
A mechanical drone that attacks with deadly atom beams, and can activate Genome's self-destruct chip. Tests Genome's use of every ability. 	
A mechanical drone that attacks with deadly atom beams, and can activate Genome's self-destruct chip. Tests Genome's use of every ability.
==Gallery==
EVOLVE ME logo.png|The Evolve Me Logo
Genome.png|Genome, the game's protagonist
GenomeExo.png|Genome, as drawn by Exotoro