CONNECTED by whiteCloh
A mysterious virus is corrupting neural signals, breaking connections and throwing the brain into chaos. Control evolving leukocytes to fight the infection, restore signal flow, and bring the mind back online before it collapses.
The Game 1. Buy protective cells in the shop 2. Each cell falls through the Plinko field and gets its stats 3. Stronger cells join your deck for battle 4. The virus attacks and tries to break the connection between the two brain hemispheres 5. Place your cells on one of four lanes 6. Cells fight virus waves automatically and carry the signal forward 7. Restore all four connections to win the battle 8. Do not let the virus destroy the base 9. Defeat all virus waves to clear the level
| Link | https://whitecloh.itch.io/neurocleanse |
| Original URL | https://ldjam.com/events/ludum-dare/59/neurocleanse |
Ratings
| Overall | 814th | 2.69⭐ | 23🧑⚖️ |
| Fun | 775th | 2.619⭐ | 23🧑⚖️ |
| Innovation | 772th | 2.643⭐ | 23🧑⚖️ |
| Theme | 754th | 2.786⭐ | 23🧑⚖️ |
| Graphics | 753th | 2.614⭐ | 24🧑⚖️ |
| Humor | 646th | 1.921⭐ | 21🧑⚖️ |
| Mood | 826th | 2.357⭐ | 23🧑⚖️ |
| Given | 14🗳️ | 19🗨️ |
The minigame to upgrade unit was great idea, though it also required some more feedback to actually see how your units turn out. The theme and art is strong here.
The combat phase is especially cool — instead of just pushing the enemy back on one lane, you actually (and only if i correct) have to deliver the connector, which makes the strategy way more interesting.
The game has decent graphics and good mechanics. There are also sounds.
I also think it lacks some sort of background music.
Overall, if the game added at least some simple music, it would become even better. Good job.
1. The health icon and the damage icon both represent "power" and were hard to tell apart at first. I would suggest changing health to a heart icon.
2. The connector seems to get stuck to the first unit that touches it and if you send a faster unit down the lane later, it would be nice if it passed the connector to the unit in front. That being said, it would also be interesting if the enemies grabbed the connector and brought it back down the lane when they pass by it.
3. The range, attack speed, and movement numbers ranged from like 1-3 on premade units and were in line with the plinko board upgrades, but the damage numbers ranged from like 5-20 on premades and only increased 1-4 on the plinko board. That made it only worthwhile to upgrade units with high damage.
4. The only text description of the stat icons that we get is when it's chosen as a plinko board peg upgrade. Would be nice to have it explained elsewhere to avoid confusion.
Overall, very interesting game. Would have preferred janky mspaint programmer art over the random gen-AI that ended up being used. Would have given the game a lot more character.