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What do you think?

Omg that was addictive. I had to stop because I had class.

Better than cookie clicker.

Interesting concept. I like it. 3/5

Scroll down for Instructions.


At the start of this project I wanted to try and make a number-grinding game in the same vein as Cookie-Clicker or Candy Box with two main differences to the usual formula.

The first difference was to show the player gaining in a more visual way. The objects that they buy are placed into a space and the points are shown moving to the player.

The second difference was adding a loose condition or adversary in the form of an enemy that could destroyed the nodes placed and the player.

The changes gave the game more strategy to it with the player needing to plan where they place their objects to avoid the enemy and receive the optimal amount of points.

After a day I had a decent prototype done then spent time between university assessments and holiday merriment improving it.

The project has gone though a couple of iterations at this stage, and is far more complicated from how I originally envisioned.

It has reached the stage where I need to release it and move onto other things.

Enjoy.

**

**

-Instructions-

-General-

Set up a network of nodes to collect signals.


There are 3 types of nodes that can be placed:


SENDERS produce signals that travel between RELAYS to the homebase.

SENDERS need to be placed near a relay.


RELAYS create the paths that signals follow to the HOMEBASE.

RELAYS need to be placed near other relays.

RELAYS can have their paths reconnected by clicking on them.

TRAPS are used to distract and stun the enemy.

TRAPS can be placed anywhere.

Walls can be placed to reverse the ENEMYS Direction.

**

**

-POINTS-

POINTS are the currency used to buy items.

POINTS are gained by having a SIGNAL reach the HOMEBASE.

The value of the SIGNAL is determined by three factors:

  • How far the sender is placed from the HOMEBASE.

  • How far the SIGNAL had to travel to reach the HOMEBASE.

  • How many BOOSTER RELAYS the SIGNAL travels through.


For optimal points spread out your network.


-ENEMY-

The ENEMY will move around, destroying signals and nodes.


If it reaches the HOMEBASE the game ends.

Over time it will build up knowledge of node placements.

Destroying a SIGNAL teaches it where the sender is.

Destroying a SENDER teaches it where the RELAY is.

Destroying a RELAY teaches it where the HOMEBASE is.

It will also drop devices that steal signals.

These devices can be destroyed by clicking on them.

The ENEMY can be slowed by clicking on it.

**

**

-NODES-

1 SPOT RELAYS are cheap with small influences.

2 SECTION RELAYS have a large influence radius.

3 BOOSTER RELAYS increase the worth of signals.

4 REMOTE RELAYS can be placed anywhere.


5 RAPID SENDERS give frequent weak signals.

6 BURST SENDERS give strong signals infrequently.

7 FRENZY SENDERS give powerful and unstable signals


8 DECOY TRAPS draw the ENEMY in then stuns them.

9 SCRAMBLER TRAPS reset the enemys knowledge of nodes.

0 WALLS can be a placed to redirect the ENEMYs path.
#strategy



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