I also have a WIP thread . The latest version of my game is here.
wigglyplaintiveirukandjijellyfish
eviluniqueindianhare
kindheartedediblecattle
This update includes the climate controls added back in, as little cones next to doors with lights indicating temperature. The temperature of a cell determines the blob’s growth rate - fast for high temperatures, slow or completely stopped for low temperatures. For some variety I made it so triggering a change for the current room also triggers the opposite change for any connected rooms.
Curious if this improves the experience. As can be seen in the GIF triggering a change for the current room can bite me in the ass for others, but technically if I wanted to I could just use this to completely clear out a room before moving on.
Changing the total number or location of the climate controllers might help with that (or returning to my original idea of having just one controller with a GUI to select multiple rooms), but I don’t want to go too far in the other direction. Right now it feels like it adds the barest beginnings of a strategic layer, which I really like.
I’ll be honest, my desire is to move towards something more “simulated.” I’d like for objects like the power node to generate heat that affects a range around them, and I’d like for any climate control to happen from specific points emanating outward, similar to a normal HVAC system. But I don’t know that that would be a meaningful benefit to the gameplay.