Reverse Survivor
A small “reverse survivor” experiment where you don’t control the hero at all. He runs forward, auto-fights, and tries to reach the castle. Your job is the weird one: you spawn the enemies he needs to farm so he doesn’t arrive weak and useless.
Place monsters along his path, manage pacing, and try not to accidentally overwhelm him. If you send too little, he dies later in the castle. If you send too much, he dies right now. Your only real power is timing and enemy choice.
It’s simple, a bit chaotic, and basically turns the classic horde-survivor formula inside out. Instead of dodging waves, you build them.
How it actually works
The hero’s goal is to reach the castle as leveled-up as possible. Your “reverse” job is to sculpt his journey using the Threat system.
Every time you spawn something dangerous like monsters, the Threat Level rises. Push it too high and the hero gets shredded right there on the lawn. But if you drop helpful stuff like healing pickups, barriers, or other support elements, the Threat Level goes down.
A wave can only begin when Threat reaches the minimum required for that round. From there, you’re balancing the tension: give him enough enemies to farm good XP, but not so many that he becomes fertilizer. Shape the path, tune the pacing, and deliver him to the castle strong enough to survive what’s inside.
| Status | In development |
| Platforms | HTML5 |
| Author | FishoJr |
| Genre | Strategy |
| Made with | Godot |
| Tags | horde, Pixel Art, Survivor-like, Touch-Friendly |

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