Flow by arron-fowler
Demo worth watching to avoid confusion! (android version)
https://youtu.be/fKZ_RHPR8B4
Go with the flow, collect little friends on the way which become your HP. Avoid enemies as the will kill your little buddies. Smash your friends into the 4 upgrade points to expand your influence and make new friends.
High score is the total number of graves from the fallen.
Controls. Left Click to move your hub, your friends will go there. That is all there is to it.
Cyan is your starting friend, you can make friends with the reds and yellows, before then they will kill you. Each upgrade requires your HP as currency. If you are too generous its game over. No friends is the way to end it.

I had a really busy weekend so this was a late shift Sunday and Monday. This was made in 24 hours really and is a solo effort. I did not get a chance to test it. It seems ok and is simple enough. I am amazed I got anything done.
Enjoy
Updated Fixed a glitch with later enteties not following. Implimented a tutorial. No other changes to gameplay or functionality.
| HTML5 (web) | https://thesoulselector.itch.io/flow |
| Android | https://thesoulselector.itch.io/flow |
| Original URL | https://ldjam.com/events/ludum-dare/44/flow |
Ratings
| Given | 18🗳️ | 13🗨️ |
Also, the beat in background doesn't fit really well with the "soul" or "spooky" contest
I liked how you managed to put in this work your original idea, and it's also theme fitting
in the overall, it's a nice work for a one man band
I dont think the players' movement should be faster, but it could be bit smoother. Maybe let the player automatically move in the direction of the cursor, since you're always moving to collect friends anyway (and perhaps add a brake button)? Also the music is a bit repetitive, but not really annoying.
That are all the points of improvement I can think of, because it is a really nice experience overall. Everything glues together in a really good way.
Well done!
ps. impressive that you've managed to create an Android version
I agree with @drtizzle that instead of clicking, just have the attractor always moving towards the mouse position on screen. I'm guessing that you decided to use the method you did due to intending to build for android. I'm not sure which engine you used, but if it was Unity, you can add in some relatively simple code to see which platform you are building for, and change input handling based on that. Another way would be to just check for the pointer position each frame that the pointer is down.
I think the game is a bit too difficult at begin, making it quite frustrating until you can manage more hp and go faster, but the more you play, the more fun you get : D
Well done
I've played it on PC only, but I can easily imagine how fun it is to play it on android.
I would prefer moving by clic and drag rather than clic each time, but it's a good concept and a great relaxing game.
https://www.youtube.com/watch?v=5xDIFZyRjY8
It's relaxing at it fits the theme.