Swarm!

Eggy

Well-known member
Licensed customer
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Current Features​

  • 6 playable characters
  • Multiple arenas
  • 12 weapons
  • Weapon upgrades and evolutions
  • Passive upgrades
  • XP and level progression
  • Increasing XP requirements as runs progress
  • Pickups and chests
  • 18 enemy types
  • Elite enemies
  • 5 bosses
  • Boss encounters and arena progression
  • Damage, status and combat effects
  • Combo system
  • Permanent progression and upgrades
  • Achievements
  • Challenges
  • Daily challenge content
  • Leaderboards
  • Player statistics
  • Run history
  • Codex
  • Shop and cosmetic progression
  • Custom character, enemy, boss and arena artwork
  • Custom game audio and menu music
  • Pause and End Game controls
  • Low-performance visuals option
  • Desktop and mobile support
 
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This is impressive. The feature list alone shows how much work went into it. Custom artwork, audio, progression systems, daily challenges—that's a full game, not just a forum gimmick.

To Semper's point: forums have always had arcade sections, shoutboxes, and little extras. This is just the next evolution. If it keeps people engaged and coming back, why not?

Curious how it performs on mobile though. That's usually where these things fall apart.
The final release will have a rotate device floating gamepad forced into full screen when clicking play to further enhance the gaming experience for mobile players :-)
 


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This is impressive. The feature list alone shows how much work went into it. Custom artwork, audio, progression systems, daily challenges—that's a full game, not just a forum gimmick.

To Semper's point: forums have always had arcade sections, shoutboxes, and little extras. This is just the next evolution. If it keeps people engaged and coming back, why not?

Curious how it performs on mobile though. That's usually where these things fall apart.
 
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This is impressive. The feature list alone shows how much work went into it. Custom artwork, audio, progression systems, daily challenges—that's a full game, not just a forum gimmick.

To Semper's point: forums have always had arcade sections, shoutboxes, and little extras. This is just the next evolution. If it keeps people engaged and coming back, why not?

Curious how it performs on mobile though. That's usually where these things fall apart.
I agree—the mobile experience will probably be the real test. Touch controls, loading times, screen scaling, and battery use can make or break something like this. If it runs smoothly on an average phone without feeling cramped, then it’s a genuinely impressive addition rather than just a desktop novelty. I’d love to see some mobile gameplay footage.
 
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A bit of Swarm mobile Story Mode gameplay
 
The mobile gameplay actually looks pretty solid from the screenshots. I’m curious how the touch controls feel during the later stages though, especially once there are a lot of enemies and effects on screen. Does the performance stay consistent on mid-range phones?
 
Hey peter! I haven't had any issues testing myself. I've tested both single player and multiplayer of aspect of Swarm and the result is good. I plan to release it on october 15th but always have the live up for people to test while I continue working and testing it https://eggy.net/swarm/

There’s already a substantial amount of content in the game, including two campaign story modes with 30 chapters combined, along with Score Attack, Classic, Gauntlet and Endless single player modes. There’s also a multiplayer mode, multiple arenas, achievements, challenges, a shop and a growing selection of items. Every aspect of these features will be customisable through the ACP.

What I’m planning to have completed by October 15th:
  • More multiplayer game types
  • Boss Rush, Survival and Horde single player modes
  • More enemy and boss sprites
  • Additional arenas, each with their own music and audio
  • More player sprites
  • Additional powers
  • Optional permanent progression upgrades
Shop items can be purchased using credits earned simply by playing the game. I’m also still considering adding an optional purchase system so site owners can monetise the shop if they want to.

There are daily, weekly, monthly and repeatable challenges, and shop items can be unlocked in different ways. Some can be bought with credits, while others can be tied to achievements or progression, such as completing Chapter 13 or reaching a certain number of enemy kills.

Everything will remain fully customisable through the ACP.

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Permanent progression lets you gradually make your character much stronger over time, adding more replay value and giving you an extra edge when taking on the harder difficulty modes.

Single player has five difficulty levels, but they unlock progressively rather than all being available from the start. For example, beating Normal unlocks Veteran, then beating Veteran unlocks Nightmare, and so on.

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As a new player, you’ll start with most of the game locked, so there’s a proper sense of progression from the beginning rather than everything being handed to you straight away.

Arenas, characters and other content can all have their own unlock requirements. Some might open up simply by progressing through the campaign, while others can require things such as completing a certain chapter, defeating a set number of enemies, reaching particular milestones or earning specific achievements.

For example, one arena might require Chapter 1 to be completed, while another could require 50,000 enemies defeated. Characters can also be tied to progression, such as completing Chapter 15 before they become available.

That gives players a reason to keep coming back, because every run can contribute towards unlocking something new. You’re not just chasing a higher score, you’re also gradually opening up more arenas, characters, items, powers and other content as you play.

It also means site owners can build their own progression structure around the game instead of being stuck with a fixed unlock system. The idea is for these requirements to remain fully customisable through the ACP, so you can decide what unlocks, when it unlocks and what a player has to achieve before they can use it.

Combined with the different game modes, difficulty progression, achievements, challenges, shop and permanent upgrades, it should give Swarm a much stronger long term progression loop rather than feeling like something you play once and then move on from.

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Boss Rush is now complete for a new single player mode for desktop and mobile

It’s a dedicated 12-boss mode with no normal enemy waves. Each boss is selected randomly from the enabled boss pool, repeats are possible, and there’s no fixed final boss. Between fights you get a short recovery phase with 20% health restored and a choice of 3 upgrades before the next boss arrives. Mobile has also had a dedicated Boss Rush pass with a compact HUD, simplified controls, boss counter, compact health bars and a clean end of run results screen.
 
Why not just publish your AI games to the app stores?

Not sure what benefit XenForo forums get from them.
 
Why not just publish your AI games to the app stores?

Not sure what benefit XenForo forums get from them.

Calling them “AI games” doesn’t suddenly make that an accurate description. They’re XenForo add-ons made to add more things for forum members to do on the site itself. Asking why a XenForo add-on isn’t just published to an app store is a bit like asking why XenForo trophies or reactions aren’t separate apps. And if you’re genuinely unsure how giving members more reasons to return, compete and participate benefits a forum, then I think you’ve answered your own question :-) I’m happy to answer genuine questions about the game and how it works, but I’m not going to engage with digs, attacks or attempts to derail it, sorry. Confrontational and dismissive replies really aren’t my thing to engage with. :-/
 
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