Gameplay Guide
Objective
Score as many points as possible in 90 seconds without collapsing the island’s ecosystem. The game ends early if environmental degradation reaches 100 % — a permanent ecological collapse.
Game States
State |
Description |
|---|---|
Main Menu |
Language selection → instructions → username and difficulty |
Playing |
Active gameplay; all systems running |
Paused |
All timers and AI frozen |
Game Over |
Win (survived 90 s) or loss (ecosystem collapsed); high-score entry |
Difficulty Levels
Difficulty |
Effect |
|---|---|
Easy |
Slower pig birth rate, faster natural recovery |
Medium |
Balanced default settings |
Hard |
Faster pig birth rate, slower recovery, higher degradation |
Controls
Key / Input |
Action |
|---|---|
E |
Pause / unpause the game |
S |
Send one pig to another island (+50 points) |
D |
Emergency feast — slaughter half the pigs (+25 pts each, 20 s cooldown) |
Mouse click |
UI buttons (same actions as keyboard shortcuts) |
Scoring
Event |
Points |
|---|---|
Each second survived |
+10 |
Pig sent away |
+50 |
Pig slaughtered in feast |
+25 each |
Ecosystem health bonus |
Multiplier applied at game end |
Game Systems
Degradation
Every tile on the island has a degradation level between 0 (pristine) and 1 (fully degraded). Three forces drive degradation:
Pig eating — pigs degrade tiles in a small radius around them at a rate configurable via
game.utils.constants.PIG_DEGRADATION_RATE.Villager logging — villagers target forest tiles and degrade them at
game.utils.constants.VILLAGER_DEGRADATION_RATE.Cascading spread — highly degraded tiles spread degradation to neighbours at
game.utils.constants.CASCADE_DEGRADATION_RATE.
Natural recovery partially counteracts degradation at
game.utils.constants.NATURAL_RECOVERY_RATE when a tile is not actively
being damaged.
The game.environment.degradation.DegradationSystem aggregates these
effects and exposes an overall degradation metric used for win/loss detection.
Villager Happiness
game.environment.villager_happiness.VillagerHappinessSystem tracks
satisfaction along two axes:
Food happiness — rises with more pigs (food source) up to an ideal population, then plateaus.
Environment happiness — falls as island degradation increases.
Calling an emergency feast grants a temporary happiness bonus.
Pig Population
Pigs spawn automatically at game.utils.constants.PIG_BIRTH_RATE seconds
per new pig. Each pig has a random size variation (0.8 – 1.2) affecting its
sprite scale. Pigs prefer to move towards healthier (less degraded) tiles.
Tips
Watch the real-time graph for early warning signs — happiness and health both falling together is the danger signal.
Use the feast action in bursts when the pig count spikes; the 20-second cooldown means timing matters.
Forest tiles recover faster than bare land, so preserve them where possible.
Sending individual pigs away scores more points per pig than a feast but removes fewer pigs overall.