Updates on the Swarm Game
Swarm began as a real-time puzzle game about sculpting emergent behaviour through chemical fields. Over time, the project evolved into a combat roguelite inspired by games like Hades, but its central idea never changed:
The player does not command the swarm directly; they manipulate an ecosystem and allow order to emerge.
For this reason, I deliberately avoided traditional hack-and-slash combat.
Instead, the playable character is intentionally weak and cannot deal damage directly. The player's role is to influence the swarm indirectly through pheromones:
Passive Nest Pheromone: The character constantly emits a weak nest pheromone that nearby ants gently follow.
Hunt Pheromone: The player can cast directional hunt pheromones that act as strong gradient fields, guiding the swarm toward enemies. Different casts include:
Direct Hunt
Looping Hunt
Multiple-Target Hunt
Bounce Hunt, where the signal jumps from one target to another.
Scatter Pheromone: Disperses nearby ants, allowing the swarm to avoid incoming attacks or reposition quickly.
Amplified Nest Pheromone: A stronger version of the nest pheromone that rapidly attracts ants toward the player.
Localized Scatter Pulse: Emits a strong scattering signal around the player, instantly spreading out the swarm.
Hide Pheromone: Temporarily conceals ants from enemies.
Despite these abilities, the swarm is never under direct control. The ants still obey the underlying ant simulation and pheromone-field mechanics from the original concept. The player cannot issue commands in the traditional sense; they can only influence the environment and allow complex behaviours to emerge from simple rules.
I also designed several enemies that specifically challenge different aspects of swarm control.
Enemies:
Asassin
Description: Fast enemy that prioritizes attacking the player over swarm units.Behavior:
- Targets player.
- Ignores swarm when possible.
- Re-targets player after knockback/distraction.
Predator
Description: Anti-swarm enemy that punishes large concentrations of swarm units.Behavior:
- Searches for dense swarm clusters.
- Enters charge state when a cluster is detected.
- Charges through the cluster, damaging swarm units.
Firewall
Description: Heavy enemy surrounded by a pheromone distortion field.Behavior:
- Slow movement.
- High health.
- Nearby pheromones are weakened or distorted.
- Swarm response becomes less reliable within the field.
Parasite
Description: Enemy that infects swarm units.Behavior:
- Infects nearby swarm units.
- Infected units emit incorrect pheromone signals.
- Infection can spread to nearby swarm units.
Collector
Description: Fragile ranged enemy that deploys collection pods.Behavior:
- Stays at range.
- Throws collection pods.
- Pods capture nearby swarm units over time.
- Destroying the pod releases captured units.
Pheromone Flood Mine
Description: Mine that releases a large pheromone burst when triggered.Behavior:
- Activates when approached or attacked.
- Creates a temporary pheromone field.
Pheromone Erasure Mine
Description: Mine that removes pheromones in an area.Behavior:
- Activates when approached or attacked.
- Deletes pheromone fields within its radius.
Inverter
Description: Enemy that temporarily reverses player pheromone controls.Behavior:
- Applies infection/status effect to player.
- Attack commands become Scatter commands.
- Scatter commands become Attack commands.
- Effect lasts for a limited duration.
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