The Spore Game -- species A

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The Spore Game -- species A

Post by flabort »

So, how many of you remember me?
all of two, I'm sure.
Anyways, on another forum I found an interesting pseudofreeform RP game. Based off of maxis's Spore, in this game players dictate the life of a species, starting with a single celled organism, and working their way up to creature, tribe, civilization, and finally space, the final frontier. The catch to the RP is that, there is only one character, and the actions are decided by a majority vote. this means that anyone can play, and jump in and vote, without need to create their own character.

The actual mechanics are simple. You all vote to decide an action, I roll dice based off of any relevant stats, and even numbers succeed. the more even numbers, the greater the degree of success. You have an HP stat and a stomach stat; hp is how much damage you can take, and is restored by sleeping; stomach is how hungry you are, when it's empty you start taking damage, and eating restores it (the stomach, not lost hp).

My own twists: I am running two threads at once. that's two characters, and therefore you can take two different paths. I will update both at the same time. they will start a distance apart (direction and distance undisclosed), although they can, and likely will meet up. You, as the players, can decide if you're going to pit them against eachother, if they'll work together in harmony, or if they'll ignore eachother all together. While it would be polite for players of species A to keep out of the thread for species B, and vice versa, I'm unable to stop anyone, and it doesn't really matter.

Link to species B, JIK

The game mechanics:
Spoiler!
The basix:
There are six basic stats defining a creature: Health, Attack, defense, Perception, Intelligence, and speed. At least, normally. I'm adding Consumption, and Gestation.
Health is, of course, your maximum HP and stomach. Attack is how much potential damage you can do, and also covers feats of strength. Defence is how much damage you don't have to worry about, and also covers feats of endurance. Perception is how well you can percieve the world around you. Intelegence is how well you (and you species) can think and communicate, and is important. Speed is how fast you can move. Consumption is how fast you can eat, and gestation is how long you must wait before you can reproduce; to reproduce, you also must have eaten enough food.
When you decide on an action, I'll roll on the relevant stats. The more even numbers, the better you do. you won't see my rolls, but your performance will be a clue.
The roll of DNA and such:
DNA is required to evolve. it's pretty much XP, but you get it from eating enemies, and pretty much anything else. It's earned on a basis of Reward Vs Risk, so the more dangerous or risky the actions that would get it, the more you get. An easily obtained meal (small defenceless grazers, algae, dirt), is worth roughly 2 DNA. A fair challenge (grazers with fair defenses, weak carnivores, electrified algae, volcanic soil) is worth roughly 4 DNA, and truly fine, and incredibly dangerous cuisine (Aggressive carnivores, The Burning Bush, very rare glowing rocks) is worth 6. Certain achievements can also earn you Bonus DNA. Also, I'm adding "golden" DNA into the mix. A rare critter or rock may have a point of this rare material. It is very special.
Evolving:
To get anywhere without dying, you'll need to evolve. You evolve by spending DNA. When you evolve, you'll only have so many evolutions as you've unlocked to choose from. you can unlock an evolution by eating a critter with it, observing a creature with it long enough, or being exposed to a harmful effect to which it is a counter. living in a hot region will unlock Heat Resistance, for example, and being subject to electric shocks could unlock Non-Conductive. A general rule of thumb for evolutions is that something that increases a stat by 1 is worth 4 DNA, and something half as useful is worth 2. If an evolution calls for a Golden DNA, it will generally require eight or so normal DNA, and increase a stat by 4 or so.

Those are the rules. I did NOT invent it, and take no credit for anything but my PERSONAL twists, aka 2 threads, the two extra stats, and rare golden DNA. I got the game from Here, and he didn't invent it either. he pieced it together from a hodgepodge of similar games, with different rules sets, but all with the same general motive, yes, but he does not claim to have invented it, and neither do I.
Your Species (The "Gork!"):
Spoiler!
Stage: cellular
Health: 6
Attack: 11
defense: 5
Perception: 4
Intelligence: 2
Speed: 6
Consumption: 3
Gestation: 3
-----------
Mouth (+1 consumption)
Teeth (+1 attack)
Digestive Track (+2 max stomach, use 2 stomach/turn)
Improved Enzymes (+1 attack, increased DNA gain)
Thickened membrane (+1 defense, cancels +1 attack from Improved Enzymes)
Fins (+1 speed)
Flagellum (+1 speed)
Eye (+1 perception)
Depth perception (+1 perception)
Produce Slime (unappetizing to predators)
Produce Mild Toxins (Deal 1/2 point of damage to those that eat your corpse)
Slime Jet (+4 attack, ranged attack)
Carnivorous Enzymes (+50% DNA from Cells, -50% from everything else)
Produce Strong toxins (Deal 1 point of damage to those that eat your corpse)
Persisting toxins (your toxins last longer, and deal damage twice)
Toxic slime (Should your slime contact an injured cell, they are poisoned)
numbing toxins (poison causes affected cells senses to shut down temporarily)
Ears (+1 perception)
Voice Box (communicate via sound)
Sectioned shell (+1 defense)
hardened shell (+1 defense)
Overlapping shell (+2 defense)
Demonic toxins (your toxins deal 2 damage to those that eat your corpse)
persisting toxins (toxins last longer, deal damage thrice now)
Spines (+1 attack, deal damage to attackers)
Inject toxins [spines] (deal poison to those hurt by your spines)
Slime Stream (+2 speed, leave slime trail)
Flagellum (+1 speed)
Horn (+1 attack)
Persisting toxins (as same, above)
persisting toxins (as same, above)
extend spines (+1 attack)
Protobrain (standard) (+1 intelligence)
increase mass (+1 health)
inject toxins [horn] (as same with spines, above)
accelerated reproduction (+1 gestation)
Aggressive Weakling (Attack based evolutions cost less, defensive and health based cost more.
Improved mental capacity (-1 health, +1 intelegence, +1 perception)
Brawny mass (+2 health, +2 attack)
Camouflage (+1 stealth in Rock, Cave, Jungle, or Surface environment)
Flagellum (+1 speed)
Persisting toxins
Persisting toxins
Disintegrating slime (Slime trail gets harder to track, Gork! nest becomes 10% more habitable to Kamira)
Crystallize slime (Can harden slime using a second chemical, takes lots of slime for only a little crystal)
Regenerative (+1 hp/round, without needing to rest. Resting still faster (for now))
Photosynthesis (+1 consumption, feed on light, food gotten automatically)
-----------
Carnivore: Can still eat anything, but get more from cells, less from others
Senses: Touch, sight, sound
Poison: Deal 2 Damage seven times, through slime, scratching with spines, piercing with horn, or eating your corpse
Slime trail: easily traceable (although less so now)
Communication: voice
Available Evolutions:
Spoiler!
Increase Mass (Grow slightly faster than other cells, +1 Health) Costs 5 DNA

Grow Flagellum (Move faster, +1 speed) Cost 4 DNA

Streamlining (You evolve to be smaller and faster, -3 health, +2 speed) Cost 2 DNA

Accelerated Reproduction (+1 gestation) Cost 5+4 DNA

Saber Teeth (Requires teeth, +3 attack [+5 instead if jaw]), 1 GDNA, 6 DNA

Brawny Mass (+2 health, +2 attack, You gain mass at an incredible rate, and develop some sort of muscle ahead of schedule), 1 GDNA, 9 DNA

Super Enzymes (x2 Max stomach, use 2 stomach/turn) 1 GDNA, 9 DNA

Inject toxins (Requires Produce <X> Toxins, Pick a sharp attack base for evolution, +1 attack, inject poison into cells that you attack with the attack you picked) 7 DNA

Persisting Toxins (Requires Produce <X> Toxins, Your toxins deal damage a turn after the initial damage, can be evolved for multiple times up to a maximum equal to your health stat) 5 DNA

Fur (You grow a thick protective coat of hairs, +1 defense) 7 DNA

Hypodermic hairs (Requires hollow hairs, requires produce <X> Toxins, your hairs can penetrate the skin of attackers, through which you can deliver your toxins) 6 DNA

Barbed spines (requires grow spines. deal additional damage to attackers, spines that penetrate flesh deal additional damage when removed) 9 DNA

Retractable External organ (choose an external organ (shell, spines, fur, horn, claws, etc.). You may hide that organ for a +0.5 stealth bonus) 7 DNA

Camouflage (Choose an environment. You gain +1 stealth in that environment) 2 DNA
Available environments: None remain


Protobrain (lesser) (+1 Intelligence, -2 health; You convert much of your mass into a sort of brain, spreading it out over your entire system [rather than concentrating it], leaving no specific weak point, but leaving your body weakened overall) 6 DNA

Protobrain (Greater) (+2 intelligence, +1 perception; You grow a delocalized series of what are sort of redundant brains, each able to transmit thoughts a short distance for communication. Has no or little weak points) 15 DNA, 1 GDNA


Convert Food (Requires Digestive Track; You naturally release digested food, providing high nutrients for geovores; +1 Stomach used/turn, +2 max stomach) 6 DNA

Increase mental capacity (-1 health or -2 max stomach; +1 intelligence, +1 perception) 6 DNA

Sweetened Slime (Requires produce slime. Your slime no longer repels predators, but rather attracts them. Cannot be taken with increase acidity) 8 DNA

Highly specialized enzymes [Carnivore] (+50% additional DNA from meat, stacks with bonus from specialized enzymes. Can no longer eat plants or rocks at all) 0 DNA

Spawn Lesser Cell (Requires 4+ gestation, -2 gestation, You can spawn a unique "lesser" cell from yourself at effectively double your gestation, but can only reproduce your "pure" form at effectively half your gestation. This lesser cell starts with 1 health, .5 attack, and 1 speed. It is unable to reproduce on it's own, and has none of your evolutions. You can evolve it in place of yourself for double the DNA cost. It does require Intelligence and communication evolutions to accurately follow your directions, or for you to have a Greater Protomind, but can function on it's own) 8 9 DNA, 1 GDNA

Parasitism (Requires attack <4, 4+ consumption. +1 consumption, -1 attack. You can feed off of a cell with 4+ more health than you, without damaging it, at a rate of 1 stomach/ round. Evolving this more than once lets you eat and additional 1 stomach/round, but deal 2 damage for each stomach over one eaten that round) 6 8 DNA

Control Host (Requires Spawn Lesser Cell, Greater Protomind. Lesser cells must have Parasitism. Your lesser cells can override the mental capacities or instincts of the cell they are feeding off of. Cells with intelligence greater than the Lesser Cell can resist) 12 14 DNA, 1 GDNA

Develop Lesser Cell (Requires Spawn Lesser cell. Lesser cells can now evolve at 1.5 the DNA cost instead of double) 7 DNA

Lesser Gestation (requires Develop lesser cell. Lesser cells can now reproduce on their own, not requiring you to produce them yourself. They gain a base 2 gestation) 8 DNA, 1 GDNA

Regenerative (+1 hp per round, without sleep. Requires health 6+) 3 5 DNA

Disintegrating slime (Your slime disintegrates over time, meaning it is harder to track your trail over distances) 3+2 DNA

Efficient Crystalized slime (You require less slime to produce hardened crystals) 6 DNA
Previous evolutions:
Spoiler!
Grow Mouth (Lets you eat much faster, +1 Consumption) Costs 2 DNA

Digestive Track (+2 max stomach, use 2 stomach per turn) Expel waste 3+ times, cost 4 DNA

Improve Enzymes (Increase DNA gain, increases attack by 1 if you don't have Thicken Membrane) Costs 8 DNA

Grow fins (One on either side will let you maneuver much better, +1 speed) Cost 4 DNA

Grow Teeth (Requires mouth, +1 attack) Costs 4 DNA

Thicken Membrane (Thickens your outer membrane, +1 defense, but you can't eat without a mouth) Costs 2 DNA

Grow Flagellum (Move faster, +1 speed) Cost 4 DNA

Grow Eye (Allows you to see stuff, +1 perception) Cost 4 DNA

Depth Perception (Requires Grow Eye, you grow a second eye, +1 perception) Cost 4 DNA

Produce Slime (makes you unappetizing to predators) Cost 5 DNA

Produce mild Toxins (Deals damage to those that eat you. Does not affect those biting you in combat or other combat situations) 6 DNA

Slime Jet (+4 attack, ranged attack, requires generate slime) 1 GDNA, 10 DNA

Specialized Enzymes (Pick a food source [rock, cells, plants], gain +50% extra DNA from that source, gain 50% less from all others) Cost 0 DNA

Toxic Slime (Requires Produce <X> Toxins, Requires Produce Slime, wounded cells that touch your slime, or eat it [if they can] take damage from your toxins) 6 DNA

Persisting Toxins (Requires Produce <X> Toxins, Your toxins deal damage a turn after the initial damage, can be evolved for multiple times up to a maximum equal to your health stat) 6 DNA

Produce Strong Toxins (Requires Produce mild Toxins, Deals more Damage) 6 DNA

Produce Numbing Toxins (You produce toxins that shut down sensory organs. Does not require produce <X> toxins) 8 DNA

Ears (+1 perception, allows you to hear) 4 DNA

Voice box (Allows you to communicate via speech) 4 DNA

Grow Spines (Grow crystalline spines, Deals damage to attackers, +1 Attack) Costs 6 DNA

Produce Demonic Toxins (Requires Produce Strong Toxins, Deals more Damage) 1 GDNA, 6 DNA

Sectioned shell (You grow a shell in sections, which do not hamper maneuverability. +1 defense) 6 DNA

Harden shell (requires a shell of any kind. You incorporate harder materials into your shell. +1 defense) 5 DNA

Overlapping shell (Requires Sectioned shell. Your armor like shell overlaps itself, presenting fewer weak points while not losing too much maneuverability. +1 defense, or +2 with harden shell) 7 DNA

Inject toxins [spines] (Requires Produce <X> Toxins, Pick a sharp attack base for evolution, +1 attack, inject poison into cells that you attack with the attack you picked) 8 DNA

Persisting Toxins (Requires Produce <X> Toxins, Your toxins deal damage a turn after the initial damage, can be evolved for multiple times up to a maximum equal to your health stat) 6 DNA

Slime Stream (+2 speed, requires Produce Slime) Cost 6 DNA

Protobrain (Standard) (+1 Intelligence; You grow a sort of brain, and nerve system. Has weak point) 8 DNA

Extend spines (requires grow spines. +1 attack, deal additional damage to attackers) 7 DNA

Grow Flagellum (Move faster, +1 speed) Cost 4 DNA

Inject toxins [horn (See below)] (Requires Produce <X> Toxins, Pick a sharp attack base for evolution, +1 attack, inject poison into cells that you attack with the attack you picked) 8 DNA

Persisting Toxins (Requires Produce <X> Toxins, Your toxins deal damage a turn after the initial damage, can be evolved for multiple times up to a maximum equal to your health stat) 6 DNA

Persisting Toxins (Requires Produce <X> Toxins, Your toxins deal damage a turn after the initial damage, can be evolved for multiple times up to a maximum equal to your health stat) 6 DNA

Grow Horn (Gives you a crystalline horn, +1 attack) Costs 4 DNA

Accelerated Reproduction (+1 gestation) Cost 4 DNA

Increase Mass (Grow slightly faster than other cells, +1 Health) Costs 4 DNA

Increase mental capacity (-1 health or -2 max stomach; +1 intelligence, +1 perception) 6 DNA

Grow Flagellum (Move faster, +1 speed) Cost 4 DNA

Camouflage Rock (Choose an environment. You gain +1 stealth in that environment) 2 DNA

Camouflage Cave (Choose an environment. You gain +1 stealth in that environment) 2 DNA

Camouflage Jungle (Choose an environment. You gain +1 stealth in that environment) 2 DNA

Camouflage Surface (Choose an environment. You gain +1 stealth in that environment) 2 DNA

Persisting Toxins (Requires Produce <X> Toxins, Your toxins deal damage a turn after the initial damage, can be evolved for multiple times up to a maximum equal to your health stat) 5 DNA

Persisting Toxins (Requires Produce <X> Toxins, Your toxins deal damage a turn after the initial damage, can be evolved for multiple times up to a maximum equal to your health stat) 5 DNA

Regenerative (+1 hp per round, without sleep. Requires health 6+) 3 5 DNA

Disintegrating slime (Your slime disintegrates over time, meaning it is harder to track your trail over distances) 3 DNA

Crystallize Slime (You can excrete a fluid that can harden your slime quickly, into crystalline structures. A large amount of slime is required to produce a small amount of hardened crystal. Crystalized structures do not disintegrate if that evolution is taken) 5 DNA

Photosynthesis (+1 consumption, Eat light, works automatically) Cost 6 DNA
I intend to update approximately once/day, times may vary. I may occasionally update twice in one day, but not often.

Remember, I got the original rules from This guy, so if you want/need inspiration or examples, there's your place to go. The guys there are approximately one sixth to one half through the cell phase, and have "Used one extra life".

The alien figures clustered around a tank, muttering excitedly amongst themselves in a language that is totally beyond you. This new experiment was predicted to yield great results. They'd finished setting everything up, and moved away, lest they contaminate the experiment and it should fail. They locked the room behind themselves, content that they'd be able to observe it on the monitors from afar. Their feelers twitched rapidly in excitement, partially because of what was predicted, and partially because they'd never thought they'd get the funding to try anything like this again.

In the room behind them, tiny machines released various fluids. One fluid is of particular interest to you. The Blue fluid floats about randomly for a few moments, and then starts to collect. As it tightens, and draws into a ball, you realize that this fluid is you. you remain inert for several hours, as predicted, growing a skin and arranging yourself. Finally, you become aware of yourself, which should have taken a lot longer, but was predicted to happen quickly.

You don't get much from your sense of touch. There seems to be a few small cells darting about, some sort of leafy thing, which is probably a plant, and some gritty soil beneath you. All of them seem like they'd be pretty tasty, although the soil seams of pretty low quality Directly to your southwest is a (relatively speaking) large cliff face, and there seems to be a current flowing from your southwest, towards the north. what do you do?
Last edited by flabort on Tue Apr 12, 2011 1:48 am, edited 32 times in total.
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Re: The Spore Game -- species A

Post by Silverware »

Hunt the small cells, eat, consume!
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Re: The Spore Game -- species A

Post by flabort »

You expand and contract in an effort to reach small, darting cells. You have difficulty reaching any of them, however, as you're fighting the current, and they are just out of reach. After a short while, you get lucky, and one of them stumbles blindly into you. You envelope it, disolving it quickly, and gaining 3 DNA.

You have 4 health

You have 3 stomach

You have 3 DNA.

You get a slightly better feel for your surroundings. The gritty soil beneath you is not only distasteful, but low on nutrients. It seems the darting cells have already sucked all the nutrients out of the dirt here. The leafy plant appears to be digging deep roots into the ground to find nutrients. The cliff wall is actually more gradual then you first though, being part of a large hill. You appear to be in a valley, with a current running roughly north.

(Note: No matter how ridiculous the idea, I want them! post any idea you have, so that we don't just go with the only guy to post :P )
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Re: The Spore Game -- species A

Post by vidboi »

grow mouth, eat plant and try to absorb some more small cells
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Re: The Spore Game -- species A

Post by Anna »

Seconding a mouth. We need to evolve a mouth and eat some more critters before we can evolve a thicker membrane. Grow. Consume!
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Re: The Spore Game -- species A

Post by Silverware »

Mouth, and eat anything that we can reach, be it plant, animal, or sweet juicy rock.
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Re: The Spore Game -- species A

Post by flabort »

Double Update Day!

You split yourself in twain, trying desperately to figure out how to catch more of those critters. Your DNA is scrambled by doing so, and when it stops, you realize you've grown a mouth. Not really useful for catching those things, but whatever. You manage to float over to the plant, and find that it is not only delicious, but there was one of those darting guys stuck between two leaves! After eating it (2 DNA), you finish taking the edge off your hunger by taking a few bites out of the plant (2 DNA). As you chew thoughtfully, you realize that those cells are unusually small, which appears to help make them faster. They also seem to have evolved sort of fin-like protrusions, which they use to dart around with ease.

You have 4 health

you have 4 stomach (full, for now)

you have 6 DNA
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Re: The Spore Game -- species A

Post by Silverware »

Grow a Flagellum and thicken our membrane.
And wander around looking for large concentrations of the plants, so we can try and ambush more of the little things, lets call them "Midgets" for simplicity.
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Re: The Spore Game -- species A

Post by jwa8402 »

Definitely flagellum, though the enzymes would be nice once we have the dna for it.
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Re: The Spore Game -- species A

Post by STARSTRUCK »

Get a shitload of flagellae and figure out how to produce nematocysts. Become a jellyfish.

Afterwards, learn to fly.
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Re: The Spore Game -- species A

Post by flabort »

You attempt to split again, which you've figured out will jumble your DNA, and make you stronger. However, you find that you cannot split quite yet. You do manage to expel some mass, but the expelled mass just seems to be composed of depleted nutrients, and you didn't appear to change at all. It does make you hungry, though.
(Tip: Increase your Gestation stat to evolve and reproduce sooner!)
You decide, then, to hunt for those little guys, who you have called "midgets" (+1 bonus DNA!). Or, rather, see if there are any more trapped in those plants. You swim around for a short bit, and find two more midgets trapped in the leaves of the plants, which you eat (4 DNA). You also find another, also trapped, but it seems the plant itself has sucked the nutrients out of it. You're not hungry enough to eat him, too, though, so you leave the plant it's prey.

You have 4 health

You have 4 stomach (full, for now)

You have 11 DNA

You must wait 2 more rounds before you can reproduce/evolve
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Re: The Spore Game -- species A

Post by ThirdEmperor »

Imitation is indeed the most sincere form of flattery. :wink:

Now, we are full, we are unable to breed, we may now focus upon our empires expansion. I say, investigate the cliff face, look for any hollows or tunnels within it.
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Re: The Spore Game -- species A

Post by Silverware »

Welcome to the Wyrdysm Forums, 3rdEmp.
I agree Cliff faces with hollows are a good idea.
But seeing as we can expel food to be able to eat more we should do that again and eat any nice juicy rocks we find on the cliffs.
Unless that will hamper our reproduction or health... then just look for caves.
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Re: The Spore Game -- species A

Post by flabort »

You realize that expelling spent nutrients is really benifitial to you. So, you try it again. This time, you don't manage to expel as much. probably because you just did it. Still though, it's a lot, and you are hungry again. You head towards the cliff face, intent on looking for some sort of place to explore, and also to try the rocks. You find that you have drifted a short ways on the current, and you have to cross what could be called a bay to reach the cliff, but that's no matter. While crossing the bay, you notice that there are quite a few of those midget-trapping plants. you ignore them for now, examining the rest of your environment. very thin wisps of algae start to float by you as you approach the wall, as well as some sort of slime. In fact, there is a long trail of slime, floating in the water. Yuck. Probably cast off by some sort of geovore. You even see where it did a loop-de-loop. Finally you reach the cliff. it is indeed riddled with crevasses and hollows, and even tunnels. The slime trail leads right into one. And you see even more slime trails, coming out of one tunnel, and then looping into another. Yuck. You find a nice unslimed tunnel, though, and enter it, lifting nutrients out of the rocks (3 DNA). Not a bad flavor, but it's obvious that the midgets, or whatever was leaving that slime trail, have drained the nutrients out of the rocks nearest to the entrance already.

You have 4 health

You have 4 stomach (full, for now)

You have 14 DNA

You must still wait another round before reproducing/evolving.
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Re: The Spore Game -- species A

Post by Silverware »

Wonder if we can absorb previously expelled nutrients. If so that would be a powerful tool in the steps towards civilisation, we could have food stores at cellular stages. =P

Right now though I want to find out what makes that slime, so follow a nearby trail and try to remember where this little cave is for later.
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