Eat, Grow, Fix by davesoft

[raw]
made by davesoft for LD35 (COMPO)
Eat, Grow, Fix

You're some kinda organism growing out into the empty green space.
You can grow new cell walls, which when tightly packed will generate air between them.

Exposed air will turn purple and invite infections, little black squigly things. They will move around air pockets attracting more infections, till they are so crammed in they can't move, and they start eating the walls.

You can click on air pockets to turn them into toxin, which consume any infections passing through and provide fuel for further building.

Clicking on a wall or toxin will remove it and give you the fuel back.

Gain as high a score as you can, abusing infections dumb nature to gain a supply of fuel.


Infections that witness toxins being effective will slow get smarter, and not step on them. Eventually they will get smart enough to break down toxins when they are trapped. Very very smart infections realize the evil on thier ways and turn red, fighting the evil infections and providing their own air supply.


The buttons at the bottom have some template constructions that can build larger structures quicker than free-clicking.
The buttons at the top right can save the current structure to a clipboard and load it. Or encode the clipboard and say it in a popup, or listen to an encoded structure and load it into the clipboard.

I didn't get round to making any audio, maybe I'll add some soon. I started with the idea of a tower defense in a sliding block puzzle, and it slowly mutated into this :)

Ratings

Coolness 0% 2304
Overall 2.40 917
Fun 1.93 924
Graphics 2.40 781
Theme 2.47 865

Feedback

bwalter
18. Apr 2016 · 02:07 UTC
hard to understand...
RegaCaska
18. Apr 2016 · 02:46 UTC
Interesting game. It is rather confusing, but has a lot of potential if filled out more.

I feel like there was a lot of ambition. Seems like a good idea, but needs more time then LD gives.
Souperstrawer
18. Apr 2016 · 10:21 UTC
Really interesting idea. Seems a bit confusing at the moment, but the idea of a complex cellular automaton based game seems fascinating.
doombrowski
18. Apr 2016 · 17:34 UTC
I ended up just clicking everywhere. Very complex and not explained very well. I managed to get rid of some black dots, but I don't know what the end goal was.
RockNRedPanda
18. Apr 2016 · 23:17 UTC
Ill be honest with you, I did not understand the game. Maybe Im just dumb, but you could have don a better job at explaining how it works.
blinry
19. Apr 2016 · 00:07 UTC
It feels a little like Dwarf Fortress, but on cellular level :) As others have noted, the rules seem a bit complicated.
Kuality Games
20. Apr 2016 · 08:42 UTC
No visual feedback on what the purpose of the game is, Maybe add some visualization from what gains you score.
thegoofromspace
06. May 2016 · 10:54 UTC
There didn't really seem to be much point to this. Your starting structure takes care of the infections on its own and basically provides you with seemingly infinite fuel. So it's like... Wait for the infections to die, make the hallway-of-death bigger with the fuel, and increase your score. The infections don't really have anything that can challenge you.

So I see how it fits with "shapeshift" in theory, but you don't actually *have* to change the shape at all to get infinite fuel, and fuel increases your score on its own. You can just plant a ton of toxins down and get 'em that way. Especially once you close all the air off and you can focus on just one side. Making a bigger cell just increases your score FASTER.

Graphics were a bit rough too. I'm not a big fan of the whole things-in-a-grid-warp-to-the-space-they're-in thing. Show the object in question moving into the new space if you can. Plus, the only way to figure out what increases your score is watching the scoreboard like a hawk. Needs some sounds or "+1" signs or something as indicators.

Still: the thought of a game where you have to beat a swarm with limited intelligence is kinda neat. It would be like a weird take on tower defense.

I guess I picture a strategic puzzle game where you have limited resources against a limited number of highly predictable ants or infection germs that have simple AI which lets them avoid dying the way other ants or germs have died. Or a tower defense game where the enemies get some choice on what path they'll take based on what's happening to other units.

So, I can kinda see what you might've been going for, but this needs a lot of work.
AnaGF
06. May 2016 · 10:59 UTC
It is hard to understand, also there are some issues with window scaling.
It is an interesting idea, though :)