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A jam submission

Eco BalanceView game page

A puzzle game where you balance an ecosystem of creatures!
Submitted by Axelstems (@emblem212) — 2 days, 23 hours before the deadline
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Eco Balance's itch.io page

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Comments

Submitted

Cool concept, I like the evil artichokes. 

The animations give the game a lot of flavor and I would like to see more. Maybe the rotation icons could move a little bit to represent the movement better. 

The terrains honestly just feel like nuisances. It would be cool if they did more than occupy space and grant 100 points.

DeveloperSubmitted(+1)

Thanks a ton for playing!  The rotation sprites moving is a good idea.

The terrain is kind of meant as a nuisance, the trees are at least how they game normally ends.  I could think about involving them some more.

Thanks for the feedback and thanks again for playing!

Submitted(+1)

Started the game and immediately it said "that was dumb".

10/10

DeveloperSubmitted

Haha, I hope that was at the right time, not just out of nowhere!  It happened the bigguydev to on his stream.

Thanks for playing!

Submitted(+1)

Played for roughly 35m.

The Music is catchy. The UI looks like a Placeholder.

Tooltips on the Things might be alright, but if you read the Page it becomes rather self explanatory I guess.

Buttons can only be clicked on the lower Part.

Trees get overwhelming pretty quickly.

Otherwise it seems to work, simple Puzzle Game, sometimes feels like quite a bit of Stuff to take into consideration at once tho, with the Thing to place, what interacts with what, how long each Piece still has to live, and so

DeveloperSubmitted

Thanks for playing, 35 minutes isn't bad!

>Tooltips on the Things might be alright,

I need to at least add a hover tooltip to the 4 abilities on the main game page.  They are pretty confusing unless you know what they means.  Same goes for the food chain diagram.

>Buttons can only be clicked on the lower Part.

This is weird, most are the default button in godot... I'll need to try this out.

>sometimes feels like quite a bit of Stuff to take into consideration at once tho, with the Thing to place, what interacts with what, how long each Piece still has to live, and so

That's good, because that is the intended feeling.  It starts out simple, then it turns into a big soup of possible interactions.

 Really appreciate your feedback, it's always useful.

(+1)

Played some rounds. Video: 

Interesting concept. It took me a while to get the hang of it, ended up just trying to keep the creatures alive instead of chasing points, which resulted in a good score on my final attempt.

There were a lot of moments where I wasn't sure what was going to happen first. I mean one creature that can eat and be eaten on the same tile.

Very nice sounds and achivements.

Why do trees have counters on them?

I found the storm usefl mostly to destroy trees (is that intended? or is it mostly fo protecting serpents) 

The fact that creatures starve made everything very dificult to control, but thats the flavor of the game. I wonder how this would play without that mechanic (maybe building chains is easier?).

Also I was going to mention not getting the piece you needed by bad RNG, but now after closing the game I notice the "Free pick: 3" button on the screen. I'm silly and didn't notice it during playtime. For me the screen on the right was mostly informative so the interactable button got camouflaged. 

Knowing what the next piece will be could be helpful to setup chains.

Very nice work!

DeveloperSubmitted(+1)

Thanks so much for playing and recording your gameplay!  It's super helpful for me.


>There were a lot of moments where I wasn't sure what was going to happen first.

This is a good point, establishing an "order of operations" would be good.  Not sure how I will do it, but it would help a lot.

>Why do trees have counters on them?

There's a related achievement, other then that nothing.

>I found the storm usefl mostly to destroy trees

No it shouldn't be, and I thought I had fixed this.  Thanks for the bug report.

>For me the screen on the right was mostly informative so the interactable button got camouflaged.

This is a good point.  I'll make it more noticeable for sure, and hopefully involved with the tutorial more.

>Very nice work!

Thanks a ton for playing and the great feedback!

Submitted(+1)

the sounds and animations you added are really bringing it to life.

the controls are more clear compared to last time

DeveloperSubmitted(+1)

Thanks for playing!  I'm glad you can see improvements from last time (and remember it at all)

Submitted(+1)

Interesting concept. It does need a better tutorial since it's a little bit obscure what's going on. the tutorial also doesn't explain what the storm does or the lake(?)  and maybe like for tetris it would be useful to know the upcoming piece after the current one, so I can plan ahead a little bit.

DeveloperSubmitted

Thanks for giving the demo a try!  A better tutorial is at the top of my list, and a number of people have asked for an "up next" view as well.

Submitted(+1)

For a while I was unable to start the game, because pressing "continue" would also press "achievements" right after, looping me between the changelog and achievement menu. The hitboxes for the buttons the menu suck. I suggest using creative commons music instead of this awful 5 second loop you picked. There doesn't seem to be a way to quit to menu after you start a game. The gameplay is not intuitive at all, and should start with a tutorial. Normal players will not click "tutorial" before starting a new game, so you should account for that. The tutorial you currently have implemented is also the worst kind, as nobody wants to read walls of text. The mechanics/graphics have to be more intuitive, as it just feels like random nonsense. 

DeveloperSubmitted

This is harsh, but very fair criticism.  The button issue is odd, but I bet it's an issue with focus.  The music actually is creative commons music, but I did not spend much time picking it clearly. 


Tutorial is the top of my todo, as well as putting players through it at the start.  Not exactly sure how I will do it, but I'll figure it out.

I really appreciate you playing it, and giving me some clear things to improve on.

Submitted(+1)

https://www.twitch.tv/videos/2136399429

DeveloperSubmitted

Thanks a ton for the vod, it was super helpful for making my post DD-todo list.  Loved when you got the acheive for killing the last wolvenhoof.  Also glad you liked the new animations and sounds!

Hope next time I'll have a better tutorial, that won't just be a huge wall of text!   

Thanks for streaming, really appreciate it.

Submitted (2 edits) (+1)

It's too confusing in its current state, but I do think there's something genuinely unique here.


I know this is going to make me sound like a brainlet (guilty as charged), but I didn't even realize the diagram on the main screen was information about the food chain, I thought it was some kind of button you could press

The tutorial should open by default when you first click play, because I can guarantee you there are plenty of people who will just press play and then be confused about what's going on (not that I would ever do that, certainly not)
I too feel there should be a visible "next NEXT item" so you could plan things out a little bit more.
Achievements and highscores go a long way in a game like this, I like them a lot. Going for weird achievements is fun.

What's the difference between the two yellow arrows you can use? I assume one is to turn clockwise, and the other turns 180 degrees? What if instead there was one item that let you rotate a creature however you like, as in you click on it, then you select what direction it is facing, and then confirm. Having two different "rotate this thing" powerups seems excessive.


This game seems like it could be a lot of fun once you really start to understand it. But the biggest risk IMO is that players will just give up immediately without giving it much of a try.  Sorry for writing war and peace over here.

DeveloperSubmitted

Thanks for playing and the great feedback!  There's really good stuff in here.

>I didn't even realize the diagram on the main screen was information about the food chain,

Hmmm, this would definitely be helped by showing the tutorial first.

>The tutorial should open by default when you first click play

This is a good idea, especially because I have the "first login" pop-up already.

>Achievements and highscores go a long way in a game like this, I like them a lot. Going for weird achievements is fun.

This is great to hear, because it's the only real "hook" the game has.  If you have any idea for cool or weird achievements, I'd love to hear them!

>What's the difference between the two yellow arrows you can use?

There's a clockwise, counter-clockwise, and u-turn (180).  I do agree that having 3 gets confusing, it was a bit of a shortcut for easier dev.  I'll look into setting the turn manually.

>the biggest risk IMO is that players will just give up immediately without giving it much of a try.

This is good insight and I agree.  I'll definitely make things to improve this.

>Sorry for writing war and peace over here.

I really really appreciate it.  All of this is great feedback, it's given me lots of good ideas to improve!

Submitted

https://www.twitch.tv/videos/2136023590?t=1h23m47s

The models are (still) not intuitive for me in terms of food chain, but def nicer to look at than the previous graphics.

I will play more when I am more in the mood to think and figure out how to play well.

One thing that came to my mind, I did not really like the "pick any" ability, rather I would often have liked to see the next upcoming action (after the current one) - like in Tetris. In general I think the current scheme is an improvement on the previous one which had too many options. It’s quite fun to have just 1 current action to place and figuring out how to best use it.

DeveloperSubmitted

Thanks again for the amazing VOD, it had the same impact as with Coin Pusher EXTREME, I had at least two good ideas watching you figuring the game out.  I especially liked watching you figure the game out.  And 3000 is a really good score!

>One thing that came to my mind, I did not really like the "pick any" ability, rather I would often have liked to see the next upcoming action

My hope was the free pick would enable people to make bigger combos, but it doesn't seem like that is what is driving most people when they play the game.  I can definitely do a next move preview, and see how it plays.

anyways, Thanks again for playing and the great VOD, I can't tell you how useful it is!

Submitted

Cool characters but too difficult game.

DeveloperSubmitted

What do you think would make it easier?  I'm guessing the issue is understanding the win/lose conditions at the start?

Submitted(+1)

The additions of achievements and score seems like a good idea, since the core gameplay is already fine the way it is.

DeveloperSubmitted

Thanks a lot for playing!  I'm glad you like them, I think they make the game feel much more "complete".

Submitted(+1)

Pretty fun, deeper than it looks at first glance. Only missed being able to set audio levels.

DeveloperSubmitted

Thanks a lot, I really appreciate it!  A real options menu with sound levels and buses is something I just kind of overlooked, great feedback!