← Dev Log

I built a king-of-the-hill event for my browser game. Two players locked it down in half an hour.

persistent world browser strategy gamebrowser empire building game with alliancesmultiplayer strategy game with raids and defensesmultiplayer island empire building gamefree browser war game

TL;DR: I added a king-of-the-hill event to my persistent browser strategy game. Capture the islands, hold them, win. The first run, a single island, got solved the moment one alliance took it. So I rebuilt it as a four-island fight with live scoreboards. Second run, two players from one alliance grabbed the islands inside thirty minutes and walled them off with thousands of garrison troops. I couldn’t break in. Neither could anyone else. Even the alliance that won told me it wasn’t fun. Here’s what broke and where I think the fix is.

The challenge

Inselnova is a persistent world. People build islands, join alliances, raid each other, and the day-to-day is a slow grind. The older players like the grind. But a persistent world has a flat middle. Nothing forces players together on a given day, so I wanted scheduled drama. An event with a start, a clock, and a winner.

King of the hill is the obvious shape. Put up an island, let alliances fight over it, reward whoever holds it when the timer runs out. Easy to understand, easy to join, and it manufactures conflict on a schedule instead of waiting for it to emerge.

That was the plan. The plan met the playerbase.

First run: solved too fast

The first version was a single island. Capture it, hold it, the alliance holding at the end wins.

It went reasonably well right up until one alliance took the island. After that, nothing. No swing, no second act, no reason for the back-and-forth to continue. One capture and the event was effectively over with hours still on the clock. A king-of-the-hill with one hill is just a race to grab it first.

So I went wider.

What I changed before the second run

I rebuilt it as a four-island contest and gave it a real interface, because the first version didn’t tell players enough about what was happening.

  • A live ledger. Attacks, settlements and captures on a contested island now show up in real time, so you can watch the fight as it happens.
  • Standings. Who holds each island right now, with the leading alliance’s banner tinted in their colour.
  • Tap to jump. Tap a contested island and the map takes you straight to it.
  • A result screen. At the end it crowns the victor and shows the total fallen across every side.

Better event. Clearer event. Still broke.

Second run: the lockout

Four islands, a 48-hour hold. I figured four points and two days was enough room for anyone to organise a challenge.

The reality was smaller and faster than that. Only about five players were really online for it, across two alliances. Everyone else was offline or just treating the world as a single-player builder. So this wasn’t a hundred-player melee. It was a handful of people, and two of them happened to be in the strongest alliance, Dominion.

Those two took the islands in about thirty minutes. Then they started transporting troops, thousands of garrison units onto each island, over and over. I tried to attack and couldn’t get through the wall. Nobody could. After half an hour I realised it was already over with two days still on the clock.

It went quiet, which is its own kind of feedback. But the part that told me the most: the Dominion players themselves said it wasn’t right. They’d won and they weren’t enjoying it either. Sitting on an island stacking garrison isn’t a game. It’s a chore with a scoreboard.

Two things made it worse:

  • Nothing caps the stacking. A strong alliance can fortify an island and just sit on it. It turns into a defensive lockout, not a contest. The biggest alliances are simply too strong, and a smaller or offline player has no shot at all.
  • Latecomers arrive dead. People log in four or twelve hours after the start. They join, and it’s already decided. The event happened to them, not with them.

The god powers that never showed up

There was a second miss I didn’t see coming. I’d hoped the god powers would come out in these fights, that an event would be the moment players finally reached for them. They didn’t.

Partly I couldn’t see where they’d even be useful in a hold contest. And partly they were just unavailable. The powers cost Lumen, which takes a long time to build up, and several players including me had already spent ours before the event started. You can’t reach for a tool you emptied last week.

The lesson there is dull but real: give people notice. A few days’ warning before an event so players can bank Lumen and turn up loaded, instead of finding out it started and realising they’ve got nothing to bring.

Where I think the fix is

I haven’t shipped it yet. I understand the problem better now than I did, and the next experiment points in three directions:

  1. Clamp the defence. Stop a single alliance turning an island into an unbreakable wall by pouring garrison into it.
  2. Move the islands around. Don’t let one group hold the same set for 48 hours. Make the contested points shift.
  3. Make holding cost something. When an island moves, whoever held it loses everything stacked on it. No more banking an army on a rock and sitting still.

That third one is the change I care about most. Right now holding is free. It should be expensive. If walking away from a held island means losing what you put on it, then sitting still stops being the winning move.

There are no rewards on the event yet, on purpose. I’m not going to dangle a prize in front of a format that doesn’t work. Get the fight right first, then make it worth winning.

What I’d tell another PBBG dev

If you’re building a contest event into a persistent world with alliances, the usual idea of balance isn’t the trap. The trap is that a strong enough group can convert any “hold” objective into a static wall, and a wall isn’t fun for anyone, including the people behind it.

I tend to sit on a problem before I touch it. Run the experiment, watch it break, work out why, then run the next one. Run three is a week or two out, with the defence clamp and moving islands in it. I’ll find out what breaks next.


Inselnova is a free browser strategy game you play in a few minutes a day. Play here.