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I think that you've got an interesting thing going here. From what I can tell all of the blobs repel each other? That makes the chasing principle interesting because it automatically makes blobs try not to be eaten.

Funnily enough, the blobs are only influenced by the player, and after upgrade level 15, the boss arena ( not implemented correctly, so not really ). After upgrade level 6 the blobs have a chance to be spawned as spiky, and because of an oversight in the code, the "spiky" blobs run away from the player instead of seeking them. The blobs cannot influence each other, unfortunately.  The flee behavior was meant so that you could herd more of them together for a bigger payout, but the consecutive rage intake didn't make the cut, so nothing changes :(

Originally, I wanted the blobs to spawn at a rate that would not allow you to keep the rage, and that you would have to herd them and space them in a way to "connect" groups so that you could make yourself a racetrack to keep the rage up, but such elegant and chaotic systems are hard to pin down, and had no time for that.

Barely made it with coding in the first place, so I'm glad I got this out of the gate in the first place.

Thanks for the comment <3