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Feedback wanted: one-shared-world MMO concept

A topic by knomz created Jul 08, 2026 Views: 183 Replies: 6
Viewing posts 1 to 4

Hi all. I've been building a browser game solo and I'm at the point where I need outside eyes on a few specific design bets, not just a general "what do you think." Playtesting my own game has stopped being useful, so I'd really value this community's read on the questions below.

A few people have been playing the game, but I've not had much in the way of constructive feedback yet.

Quick context so the questions make sense: PURGE:// is a real-time game with exactly one shared world. Everyone who opens it is defending the same grid against a corruption that keeps spreading whether players are online or not. The bosses ("Corruption Hearts") have a damage cap per player, so no single person can kill one, you need several players hitting it at once.

What I'd genuinely like feedback on:

  1. The "absence matters" hook. The core idea is that when you return, the state of the world is whatever the community did or failed to do while you were gone. Did that actually come across when you played, or did it just feel like a normal single-player grid? This is the bet the whole game rests on, so I want to know if it lands or falls flat.
  2. The co-op boss design. When you hit a Heart and realise you cannot kill it alone, is that an intriguing "I need to rally people" moment, or is it just annoying? I've tried to signal it clearly, but I suspect first-timers might read it as the game being broken rather than intentional.
  3. First session clarity. There's a short 3-step training mission. Did you understand what you were supposed to be doing within the first minute, or were you lost? Where exactly did it get confusing?
  4. Mobile feel, if you played on a phone. Tap accuracy, the bottom control layout, readability. I just fixed a bug there and want to know if it holds up on different devices.

Link: https://knomz.itch.io/purge (browser, no download, playable on mobile, takes about a minute to learn)

I'm a solo dev and I read everything, so specific "at this exact moment I was confused/bored/hooked" notes are gold. Happy to return the favour, I'll play and comment on your project too if you leave a link. Thanks for reading.

(+1)

I will be honest, I tried it and when I got to this point my brain said I give up and it was too confusing: 

Deploy a Purifier

Select the glowing ◆ Purifier (key 2), then tap a CLEAN node beside corruption. It auto-cleanses territory for 60 minutes.

Thanks for the feedback, this is great. I agree in hindsight that isn't very friendly wording. Will fix shortly.

(+1)

I would be happy to come back and provide more feedback if I try it again soon, with more brain power. it could just be a me issue.

No, you're completely right. I will soften the wording, but would love you to provide more feedback

okay I can try again soon probably, reply here when you update it

checked it out , but it felt like to low pace, unfortunately i can't spend a long time  trying to see where it would have evolved, but for the absence matters idea i think its heavily dependent on the number of players, if there are no players then the state of the game world would be very deterministic. so probably worth considering realistically how many minimum active players would it take to provide variability in content to a player who let's say only plays casually, if this makes any sense :)