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Quick topping the leaderboard https://www.twitch.tv/videos/2191349085

I noticed

- at one point in the tutorial it seems I clicked (placed) through the menu

- tutorial doesn’t convey the point (or anti-point) of raptor flight; that level would be the same without flight

- the 'stalemate' level in tutorial is unclear, I was thinking at first I have to take out the two specific animals (that are present at start), then thought I have to take out *all* animals of that kind -- in the end it was simply that I needed to take the specific intended line

- sometimes annoying having to wait for animation until you can take next action

- thunderstorm can clear grass, idk if that’s intended, gave a lot more breathing room once I had noticed

In general, I feel that the balance between placement actions and other actions is off. The game concept on top level implies that it’s like Tetris with animals, let’s say. But in reality half the actions are "weird" meta-actions that interrupt the flow a bit. Because whenever I get one of those "turning" actions, I don’t want to waste it, so I consider a lot whether it’s useful anywhere. Often it’s really not useful at all. The impact is usually much lower than placement actions, yet the thought process is more complicated. But it does feel good landing an impactful turnaround, and obviously the action is somewhat needed for animals not to get stuck in corners. So I’m thinking one thing to try is maybe have the turnarounds be a separate queue, or an 'inventory' where actions are unlocked via scoring and then expire after a while or so. The death action also feels off, because it’s so immediate. Maybe it could also be sth. you place on the map and that has impact only eventually, playing with the chaining?

>14300

God damn, impressive.  I really appreciate the long playtest, and you finding the issue with the stalemate tutorial.  I will look into making it more clear. 


- sometimes annoying having to wait for animation until you can take next action

I've thought about a setting like this, but need to look into it more.

- thunderstorm can clear grass, idk if that’s intended, gave a lot more breathing room once I had noticed

Yes this is intended.  Otherwise between storm + death you have to kill off creatures too much.

- In general, I feel that the balance between placement actions and other actions is off. The game concept on top level implies that it’s like Tetris with animals, let’s say. But in reality half the actions are "weird" meta-actions that interrupt the flow a bit.

I get what you mean, and these sadly are needed for the reasons you state (getting out of corners, etc) but I have though about turning the turn action into a single move with 3 options (u-turn, 90 degrees etc.).  That could possibly help, or just make players deliberate over moves longer...


- The death action also feels off, because it’s so immediate. Maybe it could also be sth. you place on the map and that has impact only eventually, playing with the chaining?


Having this be placed would be very interesting, I'd have to mess around with it and see how it feels.


Anyways, thanks, really appreciate the footage!  It's really helpful.