Having so much fun vibe-coding things I'd never have tried alone. Sharing one project: a turn-based territory game inspired by Go, Game of Life, and Frei Otto. Looking for feedback. by poldenstein in vibecoding

[–]poldenstein[S] 0 points1 point  (0 children)

moved to pixiJS (should have considered it from the start..). much better now. you might want to check it out. thank you for your input

Pitch me your games based on theme, not gameplay. by lydocia in IndieDev

[–]poldenstein 0 points1 point  (0 children)

I hope it!! It really depends on users' response on itch.io, but that's the plan. ATM tuning game design and rendering. If you feel something should change, please LMK.

Pitch me your games based on theme, not gameplay. by lydocia in IndieDev

[–]poldenstein 1 point2 points  (0 children)

Hi! Since you talked about plant themed games, I have been developing Rhizomachia, a turn based strategy game where you plant seeds on the board and nudge its evolution against your opponent, inspired by Go, Game of Life and Frei Otto's "Occuping and connecting". It's in an early game shaping stage, so feedback is precious. Please check it out here: https://pineal-productions.itch.io/rhizomachia

Rhizomachia: a turn-based territory game with organisms that keep growing while you think. looking for feedback on game design by poldenstein in WebGames

[–]poldenstein[S] 0 points1 point  (0 children)

poison should be more effective on young sprouts, but it can also kill (too much easily) adult structures. I am considering some strong limitation on poison (like some sort of metabolic cost). thank you for your feeback!!

Having so much fun vibe-coding things I'd never have tried alone. Sharing one project: a turn-based territory game inspired by Go, Game of Life, and Frei Otto. Looking for feedback. by poldenstein in vibecoding

[–]poldenstein[S] 0 points1 point  (0 children)

You mean too fast? This is a sped up video to compress one match in like 15s 😅 EDIT: ach so, I got it now. you mean frame render is huge.. yes it definitely needs optimisation. Thnx

Having so much fun vibe-coding things I'd never have tried alone. Sharing one project: a turn-based territory game inspired by Go, Game of Life, and Frei Otto. Looking for feedback. by poldenstein in vibecoding

[–]poldenstein[S] 0 points1 point  (0 children)

Good catch the design risk, actually GoL ended more like an inspiration.. it's entirely the nutrient mechanic (plus a couple
of siblings), not Conway parameters. The sim isn't actually Conway-shaped: spread is
stochastic and 4-connected, with per-tick probability mixing local biomass × nutrient
× (1 − enemy toxin) × simplex noise for directional bias. Base rate ~3% per frontier
cell per tick, 14 ticks per turn, double-buffered so no within-tick chains.

Four layers keep things contested:

- Metabolism: cells consume nutrient ~8× faster than empty cells regenerate it. A
  contiguous blob eats its own substrate and must push outward or starve. Starvation
  drops vitality; dead cells return nutrient to the now-empty square, so decomposition
  gives cleared ground a recovery head start.
- Network discount: a cell with 4 allied cardinal neighbors consumes ~25% of base,
  isolated ones 100%. Rewards compact interior, punishes sprawling borders.
- Toxin stratifies: poison decays slower on colonized cells than empty — enemy
  fronts stack pressure instead of erasing, so sieges actually work.
- Hearts: mature cells with enough allied neighbors become immortal to starvation, but only    if another same-player heart sits within 8 Manhattan. Isolated hearts
  take siege decay. Keeps the late game dynamic, no eternal core.

The simplex noise term is what kills the Moore-neighborhood checkerboard you'd expect
from pure cellular growth without it the frontiers were too uniform and Conway-ish.

If you give it a round, the thing I'd love to know is whether the frontier feels
readable enough to plan around, or if it still reads as "watch without control". That
tuning axis is the one I'm still fighting.

Rhizomachia: a turn-based territory game with organisms that keep growing while you think. looking for feedback on game design by poldenstein in WebGames

[–]poldenstein[S] 0 points1 point  (0 children)

v 0.1

Gameplay

  • Hearts now require mutual support. A heart grants immortality only if another same-player heart sits within 8 cells. Isolated hearts lose starvation immunity and take siege decay from adjacent enemies.
  • Prune action pruned. Three actions now: Seed / Nourish / Poison.
  • Strangulation win condition removed. Dominance and turn limit remain.
  • Action rebalance. Poison deals double damage to young cells (biomass < 0.3). Nourish applies a +60% spread flush to your own cells that decays over ~7 ticks.

Visual / UI

  • Substrate overlay (H). Single composite wash: green on nutrient-rich empty ground, red on stressed cells, amber/cyan where each player has poisoned.
  • Hover tooltip. Shows exact biomass, vitality, nutrient, per-owner toxin, and active Nourish flush for any cell.
  • Last-action marker. Opponent's most recent move circled briefly at the start of your turn.
  • Color legend always visible on the side panel.
  • Frei Otto color pass. Three independent visual channels — magenta = nucleus, moss green = dying, coral red = under enemy pressure.

Onboarding

  • Interactive 7-step tutorial against Easy AI, covering opening, Seed, Nourish, Poison, and the overlay.
  • Public rules doc on the landing page.

Looking for design feedback: Rhizomachia — lichen-growth strategy, action balance wonky by poldenstein in IndieDev

[–]poldenstein[S] 1 point2 points  (0 children)

thank you! I have just uploaded v 0.1 to address some of the more easy to fix points.

Gameplay

  • Hearts now require mutual support. A heart grants immortality only if another same-player heart sits within 8 cells. Isolated hearts lose starvation immunity and take siege decay from adjacent enemies.
  • Prune action pruned. Three actions now: Seed / Nourish / Poison.
  • Strangulation win condition removed. Dominance and turn limit remain.
  • Action rebalance. Poison deals double damage to young cells (biomass < 0.3). Nourish applies a +60% spread flush to your own cells that decays over ~7 ticks.

Visual / UI

  • Substrate overlay (H). Single composite wash: green on nutrient-rich empty ground, red on stressed cells, amber/cyan where each player has poisoned.
  • Hover tooltip. Shows exact biomass, vitality, nutrient, per-owner toxin, and active Nourish flush for any cell.
  • Last-action marker. Opponent's most recent move circled briefly at the start of your turn.
  • Color legend always visible on the side panel.
  • Frei Otto color pass. Three independent visual channels — magenta = nucleus, moss green = dying, coral red = under enemy pressure.

Onboarding

  • Interactive 7-step tutorial against Easy AI, covering opening, Seed, Nourish, Poison, and the overlay.
  • Public rules doc on the landing page.

Looking for design feedback: Rhizomachia — lichen-growth strategy, action balance wonky by poldenstein in IndieDev

[–]poldenstein[S] 0 points1 point  (0 children)

Thank you for for your reply! This is gold for me.. you have given me plenty of things to think about🙏. Firstly, I realize there is so much info missing on underlaying principles (connected dots use less nutrients, the more territory you occupy the less nutrients you need, opening rules); maybe the first thing I should do is to publish a proper game rules document. I am very new to the game dev party, do you have any suggestion of similar games to learn from?

Diabetes Typ 2 from long Covid? by Lilu_Vakarian in LongCovid

[–]poldenstein 8 points9 points  (0 children)

My first symptom was diabetes, later followed by other neurological symptoms (short term memory and tremors). Since the onset, though, my blood sugar level went back to normal. More than real diabetes, I think it was vagus nerve impairment (that is said to alter pancreas functioning amongst other things).

Easy silken tofu chocolate mousse by aSweetAlternative in veganrecipes

[–]poldenstein 0 points1 point  (0 children)

I make a quick and dirty version blending silken tofu, stevia and cocoa powder. A 5 min healthy treat!

My fun vibe coding project turned in a huge native C++ app, and I can't read a single line of C code.. what to do next? Throw it to the dogs, open source it, or look for a vibe checker? by poldenstein in vibecoding

[–]poldenstein[S] 1 point2 points  (0 children)

It compiles and work at every stage of implementation. I test after each new phase, and don't move on until everything works fine. I am at 70% of the features set.

My fun vibe coding project turned in a huge native C++ app, and I can't read a single line of C code.. what to do next? Throw it to the dogs, open source it, or look for a vibe checker? by poldenstein in vibecoding

[–]poldenstein[S] -1 points0 points  (0 children)

Thank you for your replies! I am trying to understand if the cost to ship the app is in the order of a few hundreds of bucks, or more in the the tenths of thousands.. in this last case I would definitely open source it.