Haven't played the first KeepAway? Don't bother! (seriously, the first one is actually really disgusting, just don't) Experiencing lag? Use TurboWarp: https://turbowarp.org/1168182929 INSTRUCTIONS: You just need a mouse(or a finger on your touchpad/screen). When playing the KeepAway Variant: Drag your cursor/finger around the pests to move them in the opposite direction. Try to drive the pests away from the glowing circle. The pests try to stay away from your cursor/finger. Whenever the orbiting circle is attacked, it accelerates until not being attacked anymore. The longer the pests touch the circle, the longer the game will have to go. Once the timer reaches 0, you win! There is no defined way to lose, only victory and quitting. When playing the KeepIN Variant: Drag your cursor/finger around the pests to move them in the opposite direction. Try to nudge the pests toward the glowing circle. The pests try to stay away from your cursor/finger. Whenever the orbiting circle is attacked, it accelerates until not being attacked anymore. The longer the pests aren't touching the circle, the longer the game will have to go. Once the timer reaches 0, you win! There is no defined way to lose, only victory and quitting. Note that in the KeepIN variant, the difficulties are reversed, Expert being the easiest and Novice as the hardest. I've noticed a number of flaws and problems with the first KeepAway and was thinking about making more updates for it, but with all the people who have already played it, it would be a bit too similar. Because of this, I decided to come up with the sequel (since everything good needs a sequel, Stanley) with more gameplay, more effects, more interactivity, and more obnoxiously annoying pests that seem to go in the exact opposite direction of where you want it to really go. This new and improved version has pretty similar trash quality, intense lag, and complete unfairness with a lack of playtesting, but at least we have actually fun gameplay! In addition, we have easier level selection navigation, goals, and optimization! So come with me, contain those pests, and I'll do the rest. *Made for Smers's contest* #All #Games
Credits: Thanks to @griffpatch for the inspiration about boid simulations(griffpatch didn't come up with boids, but his video about them was the thing that first inspired me. I came up with the game, so no, it's not stolen) Thanks to Katzen_Tupas for the soundtrack "At the side of an RPG village" Thanks to Alban_Gogh for the soundtrack "Time passes and never returns" Thanks to JuliusH for the soundtrack "Deep Water Adventure - Ambient Underwater Music" Thanks to Poppy Playtime for the original soundtrack "New Objective" Devlog: 4/9/25 - v.2.0 - Decided to do a whole rework over my very first shared game. Redid a lot of code and completely tossed the previous lag-inducing trail into the trash and replaced it with a smoother fps-friendly system. Made everything mobile-friendly as well. 4/16/25 - v.2.1 - Remade a couple assets and adjusted some variables to better fit the style. Reworked how the gameplay would actually play out and made sure that everything was well-optimized. 4/18/25 - v.2.2 - Lightly animated the pests and made some pretty nice backdrops/trail types. Ran into some undiscovered bugs(errors, not pests) that I plan on fixing soon. 4/19/25 - v.2.21 - Started on another backdrop. 4/21/25 - v.2.22 - Finished second backdrop. 4/26/25 - v.2.23 - Finished the third and fourth backdrop as well as its animation. Started working on the menu screen. 4/27/25 - v.2.3 - Got the menu screen nice and animated/programmed. Went with this space-y glitched out retro theme for the menu. 4/28/25 - v.2.4 - Animated the rest of the menu screen and added an animated difficulty option with visual representations of what the player will be dealing with. Worked on the thumbnail. 4/29/25 - v.2.4 - MAJOR UPDATE: Added a tutorial button that gives a brief description of how to play the game. And if you're wondering, yes, it IS supposed to look like that. I thought it was funny, but maybe people think it just looks sloppy and messy. Got the game to run and start spawning pests at the center. Got the menu/level selection to fit the color scheme with the difficulty and similarly with the pests to fit their corresponding difficulty. Fixed a ton of bugs(both the error and the pests) and got the circle-orbiting orb thingy to work properly as well. 4/30/25 - v.2.5 - Added a score counter, made the difficulties to impact how the pests would act, and made a few more bug fixes(the errors, not the pests). 5/1/25 - v.2.6 - Changed it so that the score counter becomes a 300 point timer, and you need to reach 0 to beat the game. Failing to protect the orbiting circle thingy increases the timer by 2 every tenth of a second(not including the fps screen refresh delay). Higher fps helps run down the timer, but also makes it harder to keep away the pests, while slower fps makes it easier to guide away the pests, but makes the game last much longer. Created an actual end to the game once the timer reaches 0. Made everything fade out once the game ends and added a swirling motion to the circle thingy once it ends. 5/2/25 - v.2.7 - MAJOR UPDATE: Added an extra gameplay variant that changed the whole game so that now you have to keep the pests inside the circle thingy. Added specific soundtracks to the game and adjusted the endings to cut off the soundtrack. Getting ready to release the game to the public!