Heart: Attacked! is a top-down strategy-oriented game where the player acts as the human immune system and defends their heart - and body - from infections, cholesterol, etc. The player will manage their heart health, which in turn will speed up and slow down blood-flow to the varying parts of their body; clicking or tapping on cholesterol build-up will break it apart, and using medicine (in conjunction with your white blood cells!) will destroy virus cells.
Heart: Attacked! uses a minimalistic art style and simple user interface to keep everything right in front of the player, while allowing robust gameplay through a combination of random obstacles appearing and the manipulation of the heart rate/other supportive abilities. The game controls are found at the top of the screen, and consist of a couple buttons and a slider. Tapping a button selects the tool the player wants to use to combat the cholesterol or infections in their body, with the EKG slider representing the heart's health. The core gameplay comes from interacting with the items swimming though the player's veins, using simple mouse clicks or tapping to interact with the varying elements.
Tapping on a virus (with the medicine tool equipped) will eradicate it, and white blood cells will attempt to seek out viruses and attack them. However, if the virus gets to the heart, it takes damage, causing the base heart rate to be a slightly faster. Cholesterol, on the other hand, will pass through the heart but stick to walls and stick to one another, causing a backup within a vein. This backup will also cause the heart rate to increase, as red blood cells are not being sent out to other parts of the body.
There isn't a real win condition for the game; it's not that we wanted to be grim and say "the player can only lose," but rather that there is no exceptionally well-fitting metric with which to "win." Since the difficulty ramps up over time, the only really way to gauge one's performance is to see how long they lasted - attributing a score to each interaction is both arbitrary and immersion-breaking, since an amount of points popping up tends to temporarily break one's focus - which is NOT helpful when trying to manage all of the different veins. As such, we feel that the player, upon their eventual loss, will be so wrapped up in just playing the game that they'll continue to play over and over again, to see how long the can hold out.