Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

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.

(1 edit) (+1)

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.