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.
knomz
Creator of
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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?
- Clearing large amounts of corruption
- Fighting Hearts / raid-style combat
Any thoughts on why you prefer one over the other would be really helpful.
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:
- 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.
- 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.
- 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?
- 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.
