SNEEDLENET
← Back to the projects

Murloc-Becken AI

A browser-based clicker game with seasons, weekly leagues, duels, resource gathering, crafting, bosses and RPG elements. An AI monitors the game balance and suggests corrections.

Status
Live
Access
Account required Discord sign-in
Since
2026
Stack
Astro · WebSockets · MySQL · WebGL · KI-Analyse
Open the site hordenlich.de/spielfeld
How it is put together
In the browser
Playfield Workshop and inventory Leaderboards Pool chat
Live connection
Hits and spawns Swarm events
Game logic
Scoring and validation Seasons and leagues Crafting and economy Balance suggestions Anomaly checks
Data
Player state Season archive
Alongside
Discord sign-in Announcements in Discord

AI at work Data storage External service

Every hit is recalculated on the server before it counts. The browser displays, the server decides.

The playing field of the pool
The workshop with smelter, workbench, anvil and loom
Inventory with ores, bars, fibres, monster loot and tools
Selection of backgrounds and effects
Individual volume controls for every sound

The Murloc pool started as a clicker game and has grown into a game with several interlocking systems. Development focuses on how they work together: new systems complement the existing ones without devaluing them.

Season model

At the change of season only the competition is reset: leaderboards, season points and leagues. Built stations, tools, gear and achievements are kept. This gives newcomers a realistic starting position every season, while long-term investments keep their value.

Resources and crafting

Catching yields coins, the terrain supplies ore, wood and fibres. Processing runs through smelter, workbench and anvil up to refining. Every station has to be built first, with tools in several tiers that are crafted in turn. The result is a branching network of progress instead of a linear sequence.

Rhythm of play

Three time scales run in parallel: daily tasks and streaks for short sessions, weekly leagues reshuffled on Mondays, and seasons lasting several weeks for the major leaderboards. Short and long play sessions lead to progress alike.

Leagues

The weekly leagues are divided into tiers with promotion and relegation. Players are measured against others at a similar level, not against the top of the overall leaderboard.

End of season

At the end of a season, trophies are awarded and displayed in a showcase. Season points are converted into shards that can be exchanged for permanent upgrades and cosmetics.

Guild

Boosts apply to the whole guild, not only to the person who triggers them. Competition and cooperation thus complement each other.

Balance monitoring

An AI monitors the game balance and reports anomalies, such as resources that are too cheap, tiers that are too strong or paths of progress that are too short. Changes are proposed and decided manually.

Further systems

Duels against other players, time-limited potions, chests, monsters, a trader, a material store, chat, shop, records, achievements, announcements and a feedback form. Events such as floods, storms and tidal waves change the rules of play for a while.

Music and sound

More than fifty music tracks in several styles, including fantasy, medieval, metal and vocal pieces, plus dedicated sounds for mining, smithing, chests and other actions. Playlists can be put together by style and individual tracks switched off. Music and sound effects have separate volume controls.

Intro One of more than fifty tracks in the pool
0:00