- Made for
- 2016
- Kind
- Arcade / Snake Arena
- Runs
- Seeded, so a daily run is the same for everyone
The problem
The browser arena games of the mid-2010s showed that a crowd makes its own stories. Steer toward the pointer, grow by eating, and every round is different because the other players are. The question for a small, family-friendly arcade was how to keep that crowd and keep the room friendly.
The rule that solved it
Keep the crowd, change who is in it. You steer a glowing coil around a round arena with ten rivals. Eat sparks to grow. Boost to sprint, but boosting burns length, so every sprint is a trade. Rivals pop when they run into your body, and bigger rivals pay more.
The arena keeps the crowd honest. Every thirty seconds the tide ring pulls in, so the round gets tighter as it goes and nobody can hide at the edge. A round lasts three minutes. Your score is your longest length plus points for every rival you pop.
What we left out
What we left out was the strangers. The ten rivals are steered by the game, not by other people, so the arena stays friendly: there is no chat and nobody to meet. They are generated from the seed, so a daily arena starts the same for everyone, and the shared part is the result on the board rather than the room itself.
Try this
Play one round without ever boosting and one where you boost freely, and compare your longest length. Then try cutting across a rival’s path, close enough that it has to turn into you: rivals pop when they run into your body, and bigger ones pay more. Watch the tide ring. It pulls in every thirty seconds across a three-minute round, so by the last minute the arena is small and every sprint is a real choice. Because the score counts your longest length rather than your length at the whistle, a late sprint costs you nothing on the board.
The maker’s note
A three-minute round with ten seeded rivals, so a daily arena starts the same for everyone. Boosting costs length, so every sprint is a trade. The tide ring shrinks every thirty seconds and the arena gets tight. Score is your longest length plus points for each rival you pop, and bigger rivals pay more.
This is the note printed on the game’s own page. The Indie Pocket Hall explains the idea it borrows, under three design ideas we borrowed.
Written from this game’s own rules, its How to play card and its maker’s note. Where we have no record of a detail, we leave it out. Spotted a mistake? hello@eracade.com.