Ok, so Creeper World was designed with the following things in mind:
1: Keep the gameplay relatively casual. No 3 hour missions. Most missions should be playable in around 5-20 minutes.
2: No bump scrolling with the camera like 2 inches above the battlefield. Also, no need to zoom in and out to map hop everywhere.
3: Minimum micromanagement of everything.
4: No redundant units or structures. Everything needs to have a unique purpose. No reason to have a hundred units when 5 would do.
5: A unique enemy.
6: Make it all fit in a window so it can be played on the desktop while at work.
Taken together, this was quite a challenge. It required experimenting with many, many ideas. For me, the most interesting point was to develop a fairly unique enemy. Everybody has always (for the most part) focused on enemies that are in one form or another just like you. They are units like tanks or monsters and they come at you and you shoot back. Discrete enemies basically. I call the enemy in Creeper World an "Organic Enemy". It flows around the map... when you are attacked it isn't with a bunch of discrete enemies that you blow up one at a time or in small groups. Instead it's as if someone poured a viscous fluid onto the map. Now this leads to some interesting strategies for defense... For one, you can hold back this enemy in one area, but it will flow around you and encompass you from all directions. For another, terrain height matters a great deal since this organic enemy will flow downhill and fill in valleys first.
Now other than the enemy, the way I chose to meet the other requirements pretty much has to be seen to be understood. I've got a screenshot below that shows a game in later stages (after about 10 minutes of game play).
The green area is the area that you are getting your one resource from: energy. The blue area is the bad guy. In this map it is coming from the top edge of the screen. In other maps it comes from different sides or from areas within the map (like a crater, etc.)
This screen shot shows a number of blasters that are incinerating the Creeper as well as a couple of mortars that are lobbing shells into creeper pools. And there are also three drone bombers on bombing runs. Besides that there are energy storage structures, speed enhancers, and energy reactors in this screen shot.
The little red-ish circles moving along the paths in this map are ammunition packets leaving your City and heading to rearm your weapons. The ammunition follows the paths made by your base as you expand. They will always follow the shortest path, so the way your base is designed can make a logistical difference to your front line.
I could go on and on, but seeing it in motion also helps. There's a link to the youtube video at my site:
knucklecracker.comLastly, I'm pretty pleased that such a compact game has provided a medium for such interesting tactical and strategic thought. I've watched a number of people play, and the ability to plan ahead and organize your thoughts (all in around 10 minutes!) makes a difference it how players perform. Logistics, redundancy, high ground, consumption pacing, targeted tactical efforts.... they all come into play. And (for me anyway) they all come into play in a game that doesn't take all day to play and isn't hard to learn.
Here's the shot: