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Spaceship Creation Contest

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10 years ago
Jul 7, 2014, 9:55:48 PM
Bonjour Amplitude, voici le vaisseau que je propose pour le concours:



Code_: "The invader"



Description:

"The invader" serait un vaisseau de transport de prisonniers abandonné et à cause de ce vaisseau, les vagues de monstres sont plus fréquente, les Mobs sont plus résistant, les recherches sont plus lente du au manque de matériel dans le vaisseau et pour finir, il serait possible qu'un ennemie "Spawn" dans la salle du crystal (par une bouche d'aération). Ce vaisseau serait parfait pour les joueurs Hardcore qui aime le challenge!



Nombre de Héros de départ: 3



PS: Merci Amplitude pour ce jeu qui est merveilleux et de nous laisser la chance d'y mettre notre sauce avec le Game 2 Gether!
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10 years ago
Jul 7, 2014, 11:53:11 PM
Pod idea #1



The Excavator Pod(or whatever)

once you hit rock bottom of mysterious dungeon with blood thirsty monster waiting to kill you the only way is up. That's what your life coach told you anyways, but no need to be stuck at rock bottom you have the The Excavator Pod!

Gameplay



*this pod game mode is the same main concept of maintain the survival of the pod and its crew, while at the same time scouring for dust to power the excavator to reach the next level(a fixed amount that increases every level). Once the minimum amount of dust has been secured;the player has the option to begin excavation which will begin the spawn of endless amount of mobs similar to the crystal escort phase, at the same time the excavator will begin draining a fixed amount of dust starting with the unused dust, then starts powering down rooms(staring from the farthest).

Its up to the player at that point to protect core which has a fixed amount of health. once the excavator expends the required dust the level will be won.

Details

I feel that core room should at least have four doors to choose from with 4 minor modules for defense. The core itself should have a hp bar, a hefty one instead of losing dust so that the last door of the dungeon doesn't lower your dust reserve making it impossible to proceed(also destruction of the core is a game over scenario).

*starting hero count:2

Opinion note

I love your game.



pod idea #2

Foundry pod(this is more just for fun)

With the addition of kitchen knives;what was once a foundry for harmless little cleaning robots now became a foundry for fearsome little cleaning robots.

Gameplay

*the main concept of this pod remains the same as the original concept, but instead of managing which turrets to build and which heroes to upgrade you focus on the upgrade and construction of minions to counteract mobs.The number of minions you are allowed are limited the total number rooms you have opened with the stipulation that minions can only be constructed in lit rooms and have to wait till the next door opening to spawn(similar process as Operate). Also in this mode you will be limited to 1 hero whose main duty is support, operating, opening doors, and carrying the crystal.

Details

this game mode in order not to completely overpower the player should have a few stipulations like...

*limited to one hero from a selection of high wit, more support characters. with a addition of one free minion.

*removal of most if not all offensive minor modules with maybe the exception of seblaster

*promote hefty industry cost for construction of minions

*minions can only heal with the industry resource

*minions do not heal at the end of a wave of enemies

*minions do not benefit from attack buffs from heroes or modules like Tactical Hud

*not a really a stipulation but instead of a dismiss button replace it with a destruct button that does high damage to mobs in the room(in case emergency)

Side note

not so much a serious submission but more of a idea I needed to get out of my brain.



pod idea #3



Dust Genome Pod(i guess)

Faster, stronger, smarter, you feel the dust coursing through your veins! your a god among men... along as no one turns out the lights...

Gameplay

*The objective remains the same as the original ship but with the focus relying on your heroes for defense. Without offensive modules to do damage, your heroes stats will be buffed by a percentage equal to the number of dust resources you have acquired.(108 dust = 108% increase damage, health, and speed). However if the hero is caught in a room that is not powered by dust, they immediately lose there bonus until they're back into a powered room again.

Details

some suggested restrictions should be...

*hero starting count 2

*heroes do not heal at the end of waves

*hero leveling cost is doubled and instead of increasing stat bonuses have leveling unlock the next ability or passive ability

*removal of minor offensive modules, Bio Organic Transference and autodoc shards, as well as any unlimited health re-gen items and abilities(like placebo).

*hitting the heal button should heal a fixed amount and should not scale with the heroes buffed health.

*for difficulty sake, the probability of waves of mobs spawning in unlit rooms should be increase

*game mode should be limited to the "easy" difficulty.

Side note

phew...i'm all idea'ed out...
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10 years ago
Jul 8, 2014, 12:15:40 AM
“Scavenger” It turns out Duct Tape can’t fix everything…

Idea: The crystal you begin with is leaking dust. Every door that is openned subtracts some dust from your total amount. You start off with more dust than standard (between 1.5x to 3x, scalable to the difficulty). You start with the emergency generator major module. You keep a percentage of the dust you had when you move to the next level (scalable to difficulty). On every level there is a special event item that can be discovered. When you discover a certain number of these items (scalable to difficulty) you repair the leaking crystal. When you finish repairing the crystal, the next floor you move to while be the final one containing an elaborate complex in which the crystal must be brought to. Upon powering the complex you must survive the final wave of battle and then you win the game.



Notes: The crystal loses more dust in the later levels. To finally repair the crystal, you should go to a research module (The giant crystal) that would allow you to research the ‘process’ of repairing, for a certain amount of science and the completed event item.



Variations to the basic formula:

• The emergency generator is 50% cheaper in production and can power adjacent rooms with the completion of a researched technology.

• There is a special item (preferred term, “The Enigma”) that is found on every level. When enough pieces are found, The Enigma while stop the crystal from leaking dust and activate a special destination for the next exit.

• A final level in the dungeon that contains multiple rooms full of modules, both minor and major. You start the level with the crystal in hand, essentially making one of your heroes a courier. When entering a room with the crystal, the modules power up and are activated for that round. After placing the crystal in its pedestal in the complex, all the rooms with prebuilt modules power online. This is when the final battle for victory begins.

• You start with more dust in each floor and some of the dust from the previous floor carries over.



Same as the basic formula:

• You start with two heroes.





“Overseer” Welcome to my home, now if you could die everything would be perfect!

Idea: Similar to the base game except instead of having an AI system decide on the placement of the mobs, a human player does it. The game would be 3 human players (as heroes) verse a single human player (as a antihero). Basically the human players play the level in the same way, collecting resources and such, whilst the antihero has to send swarms of mobs to destroy the heroes’ crystal. There would also be a new room, which would contain the ‘hive’ that the antihero would occupy until they are released by the heroes as they are exploring.



Notes: The antihero would be a playable character, (preferably a few choices) which has a completed ‘map’ of the dungeon and can decide the placement of the mobs before the level begins. The antihero would also have access to a set number of waves that can be spawned against the heroes (amount scalable to rooms in the floor). Also the antihero would be able to choose what goes in the waves dependent on a simplified point system and a limit. Finally the antihero would be secluded in the hive until released. If the heroes do open the room, there would be an extended fight sequence that, like moving the crystal, would cause an unending stream of mobs to appear from the hive. Once released, the heroes would have to kill the antihero and ‘light’ the hive, to destroy it, before they are overwhelmed with mobs.



Variations to the basic formula:

• A new type of playable character, known as an antihero, which is trying to stop the heroes from traveling through the dungeon.

• A new room on every floor which would contain the antihero, a hive that is continuously pumping out mobs until it is destroyed, and a chest containing a very rare item.

• There can only be up to 3 heroes.

• Would have to be an online only game type.



“Last Contact” ‘So what killed them?’ … Beep Boop … Beep … ‘Oh damn …’

Idea: A more lore heavy variant, essentially you would be piecing together a final story about how the planet came to be and its influence from the Endless. This dungeon would contain special heroes that could be unlocked for play in other dungeons. There would also be the ever-present threat of what actually killed the Endless in this dungeon. As following thematic properties, there would be Virtual Endless living in the dungeon that have survived the clash between the Concrete and the Virtual subspecies. These Virtual Endless would want nothing more then to see their way of life to be dominant so the appearance of ‘concrete beings’ (the heroes) would send them into a rage. The heroes would have to essentially go through the dungeon while constantly being hammered by robotic slaves of the Virtual Endless. There would also be some remaining Virtual Endless, which would posses a massive machine that they would use to try and kill the heroes.



Notes: It would give more understanding to how the Endless had lived and died on Auriga.



Variations to the basic formula:

• At the start of every floor you would get a snippet of information about what happened in the dungeon between the Endless subspecies.

• The inclusion of purely thematic items that talk about Endless culture, they can be sold to the Merchant for a decent amount of dust.

• Four new basic heroes unique to this dungeon. Four more unique unlockable heroes.

• A new entity that is trying to kill you with robotic slaves instead of the normal mobs. (Could either be skins for current mobs, which I recommend)

• A boss every few floors. This boss would have to be defeated to continue on.



Same as the basic formula:

• You start with 2 heroes offline. Online you can go up to 4 heroes.
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10 years ago
Jul 8, 2014, 1:13:59 AM
The Specializer

2 heroes at start.

One character has 0 attack but double speed and 75%health (scout)

The other character has half speed and 50% more health 25%damage bonus. (Defender)



Special rules

Rooms stayed powered even after crystal is carried.

Additional heroes found will either fall into to the Scout or Defender types.

Using smiley: food to heal will be half as effective.

High smiley: industry gain from room opening Half from modules.
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10 years ago
Jul 8, 2014, 3:39:58 AM
The Green House:



Specialty: Uses food instead of Industry. Can not power rooms with dust, which means no normal modules work either, unless you get lucky and find self powered rooms. Instead, the ship gains access to a few special minor modules and a single major module to defend itself.



Major Module-Overgrowth: Produces 15 food a door, can not be operated. Must be planted in a lit room



Minor Module- FireLamp: Lights up a room a so mobs can not spawn. Does not count room as powered for hero passives or modules.



Minor Module- Dustvine: If a room is powered (by event) it will generate 10 dust a turn



Minor Module- HopeGrasp: Slows down enemy mobs in room by 20%



Minor Module- ShadowDemise: produces 10 food a door, can only bee planted in a un-lit room.



Minor Module- SporeBomb: Can only be planted in a room with Overgrowth. Damages enemies in room by 50 AoE, and heros in room by 75 AoE.



Heroes: 1



Base food bonus should only be enough to build a single FireLamp and Overgrowth. The base food production should be reduced to 0.



=Idea Behind Design= I wanted a cool ship based more around plants overtaking the dungeon, able to use every event to its advantage while needing to make choices about what is truly needed. The idea behind a single hero is to place more focus on the use of plants themselves and the need to recruit new heroes ASAP.



The Chapel:



Specialty: Heroes can operate the crystal itself to produce extra smiley: fids. The crystal can also be moved early to any room that has build a special Crystal Holder major module. While moving the crystal, the player will be assaulted by ghosts that will move through the walls and take the shortest path to the crystal if even a single room is not powered. If the crystal has been moved to a Crystal Holder, the player will be bless with another crystal in the original spawn location. Both Crystals can be attacked and both most be escorted to the exit. Ghosts will only attack a moving Crystal.



Heroes: 4, everyone always hides in the chapel



=Idea Behind Design= Most scary movies seem to love religious buildings, so why not add one into the Dungeon? The idea about moving the crystal was to make use of the early movement system for a crystal, something which I used to flee from a bad situation before I discovered the exit. The FIDS bonus was to also place more emphasis on the crystal itself as the ones who hid within the chapel may worship it. The ghosts were just a evil touch smiley: mrgreen





The Assembler:



Specialty: You can move Major Modules like you can the crystal, with no threat from enemy mobs. However, you can only have 5 rooms powered at a time, not including self-powered. You will need to think carefully about both defense and production. To help you out just a little, and prove the worth of well placed Emergency Generator, you will start with it researched, and it will not count towards your 5 room cap.



Heroes: 3



=Idea Behind Design= For this I found myself looking back towards making either a defensive decision or a production decision. Should I build a new production module up on the front lines so I can have my operator help with falling back and use industry, or save the industry and not move? Now, we can just move the module, save our industry, and still be defensive. Yet, I couldn't make a choice easy so I decided to exchange it with the choice about which rooms to power, even when you have a lot of dust.



=My first ever submission to a design challenge but I truly hope that you enjoy my ideas= smiley: approval
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10 years ago
Jul 8, 2014, 4:59:30 AM
Pod 1 - Project 66.6

- heroes on start - 3

- rules:

- in dungeons lives evil Abomination (huge black goo) which attacks everything in upowered rooms (mobs, heroes, modules);

- Abomination appears when you have more than 3 unpowered connected rooms and start moving between these rooms searching for prey;

- Abomination is always in this part of dungeons where is more unpowered rooms and it's afraid of light (so smiley: dust is your salvation);

- its priority is attacking heroes;

- emergency generator available on start.



Pod 2 - Safari

- heroes on start - 3 (no melee heroes)

- rules:

- no smiley: foodgenerator available;

- killing mobs gives you smiley: food;

- all offensive modules are cheaper and available on start;

- a lot of small and weak mobs.
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10 years ago
Jul 8, 2014, 5:11:26 AM
Code name: Switching stats per level ship



Gameplay: Heroes overall stats become switched at the beginning of every level due to the Crystal's odd power source. Example, Gork's attack will switch with speed while wit will switch with defense at level 1 but in level 2 the stats are switched randomly again to where spd switched with def and attack with wit (note that the stats that are switched are the stats from level 1)



Heroes: 2



Special: Modules, Enemies, and the crystal itself are affected by the odd stat changes as if a Stele was activated at the beginning of every level except that the effect doesn't go away until you enter the next level and thus can stack with any stele you find until it's effect goes away.
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10 years ago
Jul 8, 2014, 6:18:04 AM
-Entry 1-



Codename: The Dustpunk



Rules: Rooms are automatically powered by slowly and randomly spreading hostile dust(1door = 1random room spread from the crystal, some conditions would need to be worked out so that the entire floor is not powered xD).

The crystal will try to turn everything it touches in to dust, this means buildings will degrade slowly over time(can be repaired).

Carrying the crystal will also slowly degrade the health of whoever is carrying it(can be healed).

You can only obtain spendable dust by feeding buildings to the hostile dust(allow a building to be destroyed) but it cannot be used to power rooms.

Any damage done to the crystal will harm all buildings but rooms will not lose power(invulnerable crystal).



Heroes at Start: 2



-Entry 2-



Codename: The Sojourner



Rules: The crystal will automatically but slowly move without assistance towards the exit.

The crystal will power only the rooms it passes into, the next room it plans on going to and the room before it.



Heroes at Start: 2



-Entry 3-



Codename: The Free Man (time for some fun)



Rules: The game will function as normal but you will only have one Hero, ideally this hero would be either Gordon Freeman or a parody of his likeness.

The hero would be created for use in this game mode only.



Heroes at Start: 1



Starting Items: Crowbar, HEV Suit.



Additional info: Consider this ship an easteregg, unlocked by completing a rare event or something similar.



Not by me, but the inspiration for Entry 3:
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10 years ago
Jul 8, 2014, 6:34:40 AM
Ship code name : The Antique

Rules : In this ship you'll start with 3 heroes (at least one with operate). Each door will give 3 dust but no Food, Science or Industry. Each level will have one major module in the first room but none in any other rooms. The major module will be free and give 4x amounts( subject to level ups and wit). The room with it won't have any minor modules but all other rooms will, only one door into ship.

"Back In My Day We Didn't Need So Many Outlets" will hopefully be the quote.
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10 years ago
Jul 8, 2014, 6:57:00 AM
Photosensitive Equipment: No dungeon lights, heroes carry floodlights and light the room they are in. Modules in unlit rooms have greatly increased efficiency, modules in lit rooms have reduced efficiency.

Warp Core: Core randomly teleports to a powered room each time a door is opened, heroes gain increased movement and attack speed.

Mysterious Implants: Heroes have increased stats, but need to eat dust occasionally or risk catastrophic malfunction.
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10 years ago
Jul 8, 2014, 9:27:25 AM
Frogomat wrote:
Ship code name: The Cube

Rules: The dungeon is quadratic and created only out of quadratic rooms. Each room has a specific color. There are 4-6 different colors. The "save" color is the one the exit room has. There is always a path from the starting room to the exit in the right color but you don't know which one it is till you find the exit. If you carry the crystal into a room with the wrong color, the crystal gets destroyed/damaged.



Starting heroes: 2



-----------------------------------------



Ship code name: Merry-go-round

Rules: All heroes have their skills randomized.



Starting heroes: 2




You are supposed to update your original post with further ideas smiley: smile



And we are only allowed 3 entries each smiley: frown
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10 years ago
Jul 8, 2014, 12:12:13 PM
Lynx_gnt wrote:
P.S. Why the main (dev blog) page doesnt have anything about this thread?




Grrr. She went and posted an announcement. Happy now? smiley: stickouttongue
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10 years ago
Jul 8, 2014, 1:13:50 PM
Updated my blog post with the Endless Invaders idea. Even more pondering about swapping my entries smiley: cool



And added a bonus ship idea smiley: twisted
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10 years ago
Jul 8, 2014, 1:33:23 PM
Idea #1:

Morgue



OpBot DV8's medical career was in ruins. "Bedside manners of a blender," they said; "surgical skills of a garden rake," they said. Stripped of his grants, his prestige, his labs--but genius finds its way. On the prison hulk Success, DV8's greatest gambit was in its final stages--Necromancyology: the (100% scientific) revivification of dead flesh! Not all of his specimens had been whole upon their arrival to his lab, true, but intergalactic codes of ethics were the dull man's vision: one man's missing limb was OpBot's opportunity to polish up his stitching.



Description: Prior to the Success's destruction, OpBot worked in the ship's morgues, where he spliced together the dead (and quietly dying) crew and prisoners of the Success and animated their flesh. Now his undead abominations roam the labyrinths beneath Auriga's crust, eating natives and survivors alike.



Number of heroes at start: 4 (OpBot unavailable; no other robotic character available). Once a hero dies, he's gone--players cannot hire new heroes.



Special stuff: the 4 heroes' skin tones should be a gray-white to show they are undead. Instead of having their normal equipment layouts, they have a random layout (so Gorsk might hold a pistol, and use 2 accessories instead of 1 accessory and 1 armor. Or maybe Numas uses a machine gun and wears armor, but no accessory). The random layout for equipment would be the crunch/mechanical expression of the heroes being the stitched-together composite of many different people. The skills should also be randomized for similar reasons.





-Start with base FIDS modules.

-Do not begin with prison prod--begin with biorganic transferance minor module

-Characters' base defense and attacks are increased significantly: 50-75% higher. They have a higher base life as well. This is to offset the potentially slow leveling curve, and change in potential equipment load.

-No hero can operate modules.

-Players can only level up by eating NPCs or by encountering other survivors in the dungeon--and eating them. This option replaces the hiring prompt when a player clicks on a survivor. Perhaps a fun graphic can accompany this decision.

Starting FIDS incomes: +4/turn. Dust as normal.





Idea #2:

Giant Mech Head



Someone blew the prison Hulk Success's cover. While it did transport prisoners, it was also the secret engineering lab for a new, deadly weapon in intergalactic conflict: giant, nuclear-powered, anthropomorphic all-terrain vehicles, AKA "GNATS". When the ship was destroyed, the prototype GNAT was destroyed with it, except for the head of the mech and its stalwart crew.



Description: The starting characters are wearing matching power suits (green or better quality--it'd be cool if their character animation could reflect this too, but I get it if it ain't happenin') which gives them a +4 bonus to operating modules and the ability to repair modules right away. These suits cannot be unequipped, and are not looted upon their death.



Number of starting heroes: 2



Starting major modules:

-LAN (price halved for 1st built)

-Tactical HUD (price halved for 1st built)

-science module

-industry module

(rationale: these are blueprints from the mech's designs, which is why the heroes begin with them)



Starting minor modules:

-Operator

-Lure/Holohero (broken AI unit from Mech, if flavor change is an available option)

-KIP cannon



Unavailable modules:

-Prisoner Prod

-Autodoc shards

-Suppressive Firebot

-Seblaster

-Bio-organic transference

-Neurostun



(rationale: the mech pilots aren't familiar with the tech from the prison half of the Success--they were only familiar with the tech from their destroyed mech).



-FIDS: +2 for base food and base industry; +6 for base science.

-very high likelyhood to encounter research relic within 1st three doors opened for the first levels.



Idea #3:

Meteorite



How did I survive this? The Prison Hulk Success wasn't shot down--a meteorite punched through it while hurtling towards Auriga. And I'm the unlucky sod who was standing in a room which somehow got lodged into a crevasse in that meteor when it passed through the ship!. A flippin' miracle that I survived--but now I'm stuck halfway in the crust of an old Endless planet, with no guns, no food, and some useless molten scrap leftover from my old ship. If I can get the hell outta here, I could sell this rock though--I think it's made of pure Dust...



Description: You rode into this planet on a flippin' meteorite made of Dust--you're tough as nails, and whether you're a prisoner or a guard don't matter none now--it's about gettin' out of this stupid dungeon, finding a way off this planet, and selling mining rights to your new-found private dust mine.



-starting hero: 1. Starts at level 5 (rationale: tough enough to survive the meteor crash.)

-beginning FIS: base=# of heroes in party. (so starts at +1/turn).

-base dust: normal, but have a constant +1/door dust.



-base modules, major: normal

-base modules, minor: none to start out with.



other special considerations: greater increase of finding stele's with positive effects for the players.



If the "character psychology" mechanic is still in the works: the beginning hero receives no negative interactions with heroes on his team: greed is a universal language, and the promise of riches from selling an enormous dust deposit is enough to subdue even the ugliest of enmities--except for on the last level, when that same greed overwhelms the heroes, and they fight to survive while getting a bigger slice of the pie.
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10 years ago
Jul 8, 2014, 4:09:37 PM
Pod idea 1

Unstable Core

This pod can survive any crash and even comes equipped with an emergency storage compartment full of dust, or so the

ad told you. The truth is you will need the extra dust because this escape pod has an unstable core

that is constantly leaking dust.



- Starts with 2 heroes.

- Starts with 100 dust on each floor.

- Opening doors costs 5 dust per door.

- Powering rooms costs 50% more dust.

- Amount of dust in rooms reduced by 50%.





Pod idea 2

Glass canon

The prize of this pod was too good to be true, you knew that whoever manufactured it must have cut corners somewhere

What you didn´t know is that the "corners cut" refereed to the armor plating that was supposed to shield you

from cosmic radiation, as a result your bones are now as brittle as glass. On the bright side all

that cosmic radiation seems too have supercharged you weapons.



- Starts with 2 heroes.

- Hero HP divided by 3.

- Hero and module damage multiplied by 3.

- All modules have -20% HP.





Pod idea 3

Power surge

You could not have known that this high tech looking escape pod never saw widespread use due to a handful of

design oversights. You also could not have known that said design oversights cause it to release a

large scale EMP blast when it crashes. Or that the blast would have ill effects on the facility it is going to slam

into including the elevator you need to get out.



- Starts with 2 Heroes.

- Science without generators reduced to 3 per door.

- -10% industry generation.

- -10% minor module effects.

- In order to leave a floor the escape room has to be powered up first.

- Powering up the escape room costs 50 dust.

- Escape room needs 2 min to power up.

- Powering up the escape room triggers heavy enemy assault.

- During Escape room power up minor module effectiveness increased to 140%.





Updated
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10 years ago
Jul 8, 2014, 5:51:36 PM
melkathi wrote:
Grrr. She went and posted an announcement. Happy now? smiley: stickouttongue




:3

This would happen anyway.
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10 years ago
Jul 8, 2014, 7:56:04 PM
Factory/construct pod



small/medium ship with bot making capabilities to assist survivors in number of ways later turn into a portable machine each floor also assists crystal if under attack.



starting hero 1-2

bots in early game are small and spawn near crystal with time/door requirements possibly resources as well. later on possible upgrades in size capabilities to operate or attack enemies.

industry gain is increased by 1 food gain is lowered by 1.

Modules gain bonuses either attack, defense, health.



more rts style



Cargo pod



vastly large escape pod holding more crew memebers.



increase hero cap to 6.

starting heroes 3

Resource gain is lowered by 1 or 2 but you start with more including dust.

due to the size of the pod enemies notice the crash increase number of enemies either more waves or more enemies.

over time enemies will spawn even when doors aren't open



time limit like don't take to long



Merchant pod



small size filled with goods.



starting items based on heroes

heroes 1-2

1+ gain dust at all times but start out with less on each floor/start

food and science gain lowered by 1

merchants gain more uses either more items, self sustain shop modules,





normal play style
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10 years ago
Jul 8, 2014, 11:42:10 PM
Name: The Quarantine



Special Gameplay Effects: A time limit... Of sorts.

Certain rooms are filled with poison clouds which deal a, shall we say, not insignificant amount of damage when a hero, NPC, or enemy mob stands or spawns in it, as well as the entirety of the crash site being infected, and prone to growing less food.

As the game progresses, the poison clouds randomly spread to adjacent rooms.

Good luck.



Starting heroes: 2-3
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