(updated version - fixed a nasty bug)
Right. Now the confusing image is out of the way, let me explain what I’m actually on about.
“Omnivora” is a vaguely RTS-y territory-control sort of game. You start with a single plant; your objective is to grow it and spread its descendants to create a garden, incidentally crowding out and destroying other players’ plants while of course trying to stop them from doing the same to yours.
The main resources in Omnivora are NPCs, or, from your plant’s perspective, tasty, tasty food. To get your plant to grow, you must lure NPCs from a central spawn point to your garden, where the plants can trap and eat them. Be warned, though: some NPCs are tougher than others, and your plant must be of a high enough level to take them on or it’ll get trampled or eaten itself. If you were of a particularly unpleasant frame of mind, you might let a Hunter chase you near an opponent’s lowly Level 2 and let events take their course; be mindful, though, that while your own garden is unattended all sorts of nasty things could be happening to it.
Omnivoran plants produce seeds at regular intervals. These can be planted wherever you like, and can be used to expand your territory; when two plants - for example, yours and an enemy’s - are near each other, the higher-level of the two will take most of the food, and the lower-level one will eventually starve. As a plant’s level increases, so does its rate of seed production.
Players in Omnivora are invulnerable; you can take no damage from anything. You also, however, have no weapons - if an antlion is loose in your garden, your best bet is to try to get its attention and draw it away.
So. Would anyone play this? Suggestions, comments, et al., are all welcome - if you think the idea’s shit, please tell me so, and share any thoughts you have on how to improve it.