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.
Purpose:
 Forces player movement and defensive swarm usage.

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.
Purpose:
 Encourages alternating between gathering and scattering the swarm.

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.
Purpose:
 Creates areas where swarm control is difficult.

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.
Purpose:
 Disrupts swarm behavior and creates confusion.

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.
Purpose:
 Creates secondary targets and punishes inattention.

Pheromone Flood Mine

Description: 
Mine that releases a large pheromone burst when triggered.
Behavior:
  • Activates when approached or attacked.
  • Creates a temporary pheromone field.
Purpose:
 Disrupts swarm positioning and control.

Pheromone Erasure Mine

Description:
 Mine that removes pheromones in an area.
Behavior:
  • Activates when approached or attacked.
  • Deletes pheromone fields within its radius.
Purpose:
 Destroys pheromone infrastructure and pathways.

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.
Purpose:
 Disrupts player execution and decision making.

 

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