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(+1)

I am into the concept of weird "MMO"s and I appreciate that you tried something new. I also like the Creeper games, which this is vaguely reminiscent of. But as it is, the game is way too simple to hold any interest.

I can't really care about leveling up either, since all you seem to get is abilities, and the abilities don't seem very relevant. Purge and Purifier seem to be all you need. The new Sear might be worth something. But I think you need to think about what exactly the role of the other ones is meant to be. Strike does 5 damage for 20 energy. You know what else does 5 damage for 20 energy? Using Purge 5 times.

The offline energy gain element doesn't seem very relevant when the cap is reached so quickly. At some point my cap went up from 100 to 110 though and I don't know why.

Also I don't get why the last hitter on a heart gets all the credit.

I am not sure that just adding more complexity will actually make it good, but at least it is easy to think of ways to do it. Here is some brainstorming:

  • Have terrain that influences how quickly the corruption spreads, with perhaps some barriers that block it entirely, and some where it spreads like wildfire.
  • Maybe make some rules about where we can use Purge, so we can't cheaply punch a hole to put a purifier in. Say, only allow it to be used on tiles adjacent to uncorrupted tiles, so we have to make a path. Maybe a different, more expensive ability can bypass this requirement.
  • Maybe have similar restrictions on attacking hearts, so we can't just knock them all out first thing at the start of a round.
  • Have corruption sometimes make some pre-announced move that we care about somehow. Things like spawning a new heart, or having a surge of growth in one cardinal direction.
  • Give people oddly-shaped purifiers that are more economic in terms of energy/area. Perhaps give everyone a different shape (changing daily? or chosen?) so they are encouraged to coordinate them between players.

This is great feedback thank you and I appreciate the honesty. I will take all your points on board this evening and give some thought as to making some changes to hold interest a bit better. Really appreciate you taking the time to write such a detailed comment

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The implicit beauty of this game is in finding ways to work in conjunction with strangers you can barely communicate with. Having said that, there's a Nash for a single player to reliably manage things nearly by themselves.

Pick a wall, left or right. Purifier it, top to bottom, and start walking to the far side. Slightly more complex, pick the least contaminated corner and purge it so as to build a diagonal wall of purifiers. Additional users divide the time to completion, so it scales, but one player interested enough to stay in the grind can eventually handle everything outside of the hearts themselves.

Where we're at now, the contamination is essentially everywhere, and a phalanx of purifiers is the only reasonable and intuitive tactic. We probably need more emergent behavior from the enemy to overcome this One True Way playstyle.


(I'm having fun, but I can see it getting old since I always feel at this point like I know exactly what to do.)

(+1)

Is defeating the hearts even useful? It takes 4 purifiers to cancel them out, which will have to be replaced once an hour. It seems to take much more to kill them, and people have been doing it right at the start when they could be gaining the most by trying to save the uncorrupted spaces there are instead.

I'm making some balancing changes to reduce the amount of corruption on the map and make killing hearts more rewarding (including rewarding assists) and killing hearts directly reduces the spread of corruption.

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Reducing the spread seems kind of irrelevant. You make a solid wall of purifiers, or the corruption gets through. The rate of corruption growth doesn't factor into it. The only thing is, if you have enough people and you're fast on a new round, slower growth might let you win the round more quickly by saving the existing uncorrupted space. But even then, if you spend time killing hearts, you give up time you could have spent walling off the uncorrupted space.

That said, it's not entirely clear the rules by which the corruption spreads.  Have you played any of the Creeper World games? I'm not saying you should copy them, but it's an example of a reasonably elaborate ruleset leading to reasonably varied player choices, with a similarly amorphous enemy.

Agree on basically all of this

Also it is better to do hearts as you naturally get to them with the purifier line so you can take advantage of the space they clear.

the spread is already so fast it doesnt matter much if it is faster. You have enough time to shave a little corner at the start of a wave or if people are working together a nice little corner, but more likely than not you are going to need to purifier most spaces 
I wonder if letting the corruption stack past 3 would make it more dynamic/group based or if it would just make some waves impossible after a period of low participation.

I'd kind of prefer that, but it could get out of hand. 


ofc, if it gets out of hand, that just opens the door for new cool powerful solutions as you lvl up

I think I say try letting the corruption stack a Lot higher than 3

Thanks for the feedback and glad you're somewhat enjoying the game. Currently taking all of your feedback on board and refactoring the corruption spread so it can't be as easily strategized against and requires more teamplay. Just need to tweak the balancing to avoid it becoming impossible.