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knomz

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A member registered 3 days ago · View creator page →

Creator of

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The amount of corruption at these waves is almost un-playable with so few players. It was designed that you would need 10x this number of players at this wave. There will be a fix coming in the next hour, but I want to try and time it with finishing this wave, to avoid griefing the players who have invested so much time in wave 22.

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Hey defenders, I'm aware of a server issue that I'm working now to resolve. Hope to be back up and running shortly. Apologies for the downtime.

Also, thanks for the feedback. I originally created the game as a semi-afk tab in tab out sort of game. But while playing it myself I've realised it's actually more engaging that I imagined. I agree the abilities should scale more with your level. Something I will look into.

Apologies, just working on getting it back up now, it should persist the progress.

Great feedback, thanks. Will work on highlighting which hearts are being attacked

Question for the Defenders:

I’m looking for genuine feedback to help decide the future direction of Purge. Which part of the game do you find more fun or engaging?

  1. Clearing large amounts of corruption
  2. Fighting Hearts / raid-style combat

Any thoughts on why you prefer one over the other would be really helpful.

You can now change your name at the bottom of the Top defenders panel

Understood, coming with the next update.

Really looking forward to your feedback, but glad you're enjoying the game!

Can't see the server going down in the logs, but I was pushing updates around that time. Apologies

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.

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.

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

No, you're completely right. I will soften the wording, but would love you to provide more feedback

Thanks for the feedback, this is great. I agree in hindsight that isn't very friendly wording. Will fix shortly.

Here's my game: https://knomz.itch.io/purge Play for free in browser or on mobile

Feedback very welcome!

Hi all. I've been building a browser game solo and I'm at the point where I need outside eyes on a few specific design bets, not just a general "what do you think." Playtesting my own game has stopped being useful, so I'd really value this community's read on the questions below.

A few people have been playing the game, but I've not had much in the way of constructive feedback yet.

Quick context so the questions make sense: PURGE:// is a real-time game with exactly one shared world. Everyone who opens it is defending the same grid against a corruption that keeps spreading whether players are online or not. The bosses ("Corruption Hearts") have a damage cap per player, so no single person can kill one, you need several players hitting it at once.

What I'd genuinely like feedback on:

  1. The "absence matters" hook. The core idea is that when you return, the state of the world is whatever the community did or failed to do while you were gone. Did that actually come across when you played, or did it just feel like a normal single-player grid? This is the bet the whole game rests on, so I want to know if it lands or falls flat.
  2. The co-op boss design. When you hit a Heart and realise you cannot kill it alone, is that an intriguing "I need to rally people" moment, or is it just annoying? I've tried to signal it clearly, but I suspect first-timers might read it as the game being broken rather than intentional.
  3. First session clarity. There's a short 3-step training mission. Did you understand what you were supposed to be doing within the first minute, or were you lost? Where exactly did it get confusing?
  4. Mobile feel, if you played on a phone. Tap accuracy, the bottom control layout, readability. I just fixed a bug there and want to know if it holds up on different devices.

Link: https://knomz.itch.io/purge (browser, no download, playable on mobile, takes about a minute to learn)

I'm a solo dev and I read everything, so specific "at this exact moment I was confused/bored/hooked" notes are gold. Happy to return the favour, I'll play and comment on your project too if you leave a link. Thanks for reading.

Hi all! I wanted to share a browser game I've been building solo, and honestly to start a conversation about the idea behind it rather than just drop a link.

Play it here: https://knomz.itch.io/purge (runs in the browser, no download, works on mobile)


The quick version:

PURGE:// is a real-time multiplayer game with exactly one world. Not one per player, not one per server. One. Everybody who opens the link is a defender of the same grid, and that grid is being consumed by a spreading corruption called the Blight. The important part: it keeps spreading in real time whether anyone is online or not. So the state you come back to tomorrow is genuinely whatever the community did, or failed to do, overnight.

The core loop takes about a minute to learn (there's a short training mission on your first visit):

  • Tap corrupted nodes to purge them. Every purge costs energy, and energy refills on its own, even while you are away.
  • Level up to unlock abilities, from auto-cleansing Purifiers to a damage-over-time Sear that burns the bosses down.
  • Hunt the Corruption Hearts. They drive the spread and regenerate, and they have a damage cap per player, so no single hero can kill one. You genuinely need a swarm of defenders hitting it together.

Clear the wave and the whole community wins it, once, forever. Fail and the world falls back a wave and it goes in the log for everyone to see.

Why I'm posting here specifically:

The design bet is that "your absence matters." Most live games simulate the world only for you. Here, when you return and find a region cleansed or lost, that was real people. I would love feedback from this community on whether that feeling actually lands, and whether the "you can't win alone" boss design reads as intriguing or just frustrating when you first hit a Heart you can't defeat solo.

It's a single HTML file and a small server, no engine, and I'm very happy to talk about the tech or the balancing in the replies. Thanks for reading, and if you defend the grid for a few minutes, let me know what you think of the gameplay.

Mobile layout should be resolved now. Let me know if anything else crops up

Thanks for reporting this, will fix now and push it live shortly! Also, I appreciate the feedback about the game.

Ty for the feedback will take it on board regarding slow gameplay