Strong concept. I feel like this would very much benefit from having some light fantasy/theming applied to it (even if you just build an arena of ragdolls around that to cheer them on). The chaos is fun for a bit, to keep it fun long term I wonder what you could to actually make this feel a bit more strategic. Some rock-paper-scissor like counters would be nice. Also slowing the fights down a bit so that you can follow and understand the chaos a bit more could be neat for that.
Jonas Tyroller
Creator of
Recent community posts
I like it.
- I wonder if there is a way to make the exact placement of things more meaningful. So far I felt like the placement for each building is either pre-defined by the game or somewhat arbitrary.
- Not sure about the buying regions mechanic. Spreading your factory horizontally is already expensive because it makes the factory more vulnerable. Actually, I kinda want more horizontal factories so that you can have multiple attack angles to choose from. Currently it mostly seems the best to buy behind your base.
It's about 30 different hardcoded "mini AIs" that vote among each other where to put the next pixel. The AIs that predicted the next player actions best get a higher weight for their next vote. This way it can adjust quickly to what you are doing. Unfortunately the only things it can consider for its decision at the moment are the surrounding pixels. So e.g. if you always place green pixels next to purple pixels, the AI can learn that extremely quickly. The drawback is that the AI can only "learn" behaviours predefined by my 30 hardcoded mini AIs.
Aiby is trying to mimic what you are doing. E.g. if you are painting an outline around something, she helps you. If you fill empty blocks, she does the same. If you replace all greens with reds, so does Aiby. The only problem is she is not good at understanding context. So if you draw faces or characters, she often messes your stuff up. :D























