
Game brief: the map is made up of empty tiles and players need to walk on that tile to capture the tile. Bots and players walk on tiles to make their conquered area big — and the biggest area covered by any player or bot within 60 seconds wins.
The primary player action is continuous walking across tiles to claim territory. Movement is smooth and responsive using joystick controls. Precision movement is key to maximizing tile occupation within the time limit.
Players control character movement using an on-screen joystick. The joystick allows free directional navigation across the map. Designed for intuitive, mobile-friendly gameplay.
The match includes 1 human player and 3 AI-controlled bots. Each bot competes in real time to occupy tiles on the map. Bots are designed with adaptive AI behavior for balanced competition.
The main player character is represented in red. AI bots appear in pink, blue, and yellow for clear visual distinction. Players can change their colors by spending coins.
Each match runs on a fixed 60-second countdown. Players must strategically occupy tiles before time runs out. The timer adds urgency and competitive tension to gameplay.
The score reflects the total number of tiles occupied. Each claimed tile directly increases the player’s score. The player with the highest tile count wins the match.
The bomb instantly targets nearby tiles for rapid area control. Freeze locks tiles captured within 5 seconds so they cannot be reclaimed for 15 seconds by others.
Fast Run doubles the player’s movement speed for 10 seconds. Slow Enemy keeps the collector at normal speed while opponents slow by 50% for 10 seconds.
Four characters paint tiles simultaneously through a 60-second round — tile ownership flips constantly, three adaptive bots plan routes in real time, and four stacking power-ups (bomb, freeze, fast run, slow enemy) all modify the same map state at once.
Tile ownership lives in flat map data rather than per-tile GameObjects, so capture updates are array writes, not scene churn. Bots decide on staggered ticks with adaptive difficulty, power-up timers are event-driven instead of polled, and capture VFX are pooled. Builds ship automatically for Android, iOS and HTML from one Unity codebase.
Tile capture that registers the instant you cross it, bots that feel like rivals rather than scripts, and a final ten-second scramble that never hitches — on all three platforms.
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