ATTACK! OF THE UNSTABLE LIFEFORM by Dan Davis
The Game
Somewhere in a secluded valley, a dangerously unstable lifeform known as The Chaos Spore has escaped from the secret research facility where it was contained! It is up to the humans to defend the valley and cleanse it of this menace before it takes over the village; the last barrier preventing its global spread, and the doom of humankind.
Hybrid Multiplayer: While each level is played solo against the AI; the outcome of this struggle for survival is contributed to by all players! Each won/lost zone is updated for ALL PLAYERS who play the game.
Controls:
Movement: W A S D Action: LClick Mouse or Spacebar
Choose a team:
Chaos Spore: Slink and slither across the land, infesting everything in your wake. LClick/Spacebar to leap towards the red circle indicator to kill humans before they can spray you.
Human: LClick/Spacebar to hose down the entire area to cleanse The Chaos Spores from existence. Watch out though, the spores can leap at you if you wander into their field of vision.
Which team will you choose? Recruit others to help you take over the map for your team and win the round!


| Updated Download Link | https://alienairship.com/bin/Attack/Attack_RC_LDJam49.zip |
| Original URL | https://ldjam.com/events/ludum-dare/49/attack-of-the-unstable-lifeform |
Ratings
| Overall | 1069th | 3.275⭐ | 22🧑⚖️ |
| Fun | 1395th | 2.7⭐ | 22🧑⚖️ |
| Innovation | 600th | 3.45⭐ | 22🧑⚖️ |
| Theme | 1197th | 3⭐ | 22🧑⚖️ |
| Graphics | 838th | 3.5⭐ | 22🧑⚖️ |
| Audio | 892th | 2.825⭐ | 22🧑⚖️ |
| Humor | 926th | 2.647⭐ | 19🧑⚖️ |
| Mood | 1106th | 3.056⭐ | 20🧑⚖️ |
| Given | 13🗳️ | 14🗨️ |
**update** The URL has been fixed!
Really impressed that theres an infected and uninfected version of basically every sprite, theres a lot of art in this one!
3mpty has already said everything i have to say about the game
I played a couple rounds, hopefully swaying the balance back towards the human side :sweat_smile:
I could not finish a round with the spore, even after infecting everything I could, the map would not end. Maybe I missed something.
I agree that the combat mechanics could use refinement, but maybe to keep the scope small and focused on the persistence idea, simply shrinking the map by ~half or ending the level as soon as the opposing side is eliminated could help make rounds faster and let people get to the end state, assuming there is one :smile:
The music could be nice but is quickly unnerving though, the bass loops are way too short. Combined with the size of the areas to conquer, it really dulls their effect by overrepetition.
So overall, cool concept which could have benefitted from better balancing.
Perhaps adding much more enemies and more enemy varieties like one example there's a spawner enemy which spawns regular enemies until killed by chemical sprays and so on. Would love to see more gameplay and mechanics on the map phase too (the one where you're supposed to get rid or infect a tile) which allows strategic play.
BGM can be louder, right now it's too quiet compared to the SFX. Thanks for the submission :thumbsup: !
Art and grid layout is solid and I feel there's a solid idea lurking behind all this - I'd keep at it, once you've ironed out the mechanics.