Eat, Grow, Fix by davesoft
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 :)
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 |
I feel like there was a lot of ambition. Seems like a good idea, but needs more time then LD gives.
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.
It is an interesting idea, though :)