Cool mechanic, I dont know if its possible to die, I played it for like 5 minutes unitl I quit, the current chaning mechanic is prety nice, it forces you to change up your strcuture often. It is a bit unclear if the nodes cost you food or if you can spread them only x many times on one branch. I think I could spread the same distance if I was think or fat, which was a bit werd. It was fun dou :3
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Thank you for playing and I'm glad you have a fun time :)
To answer questions directly: you can create unlimited branches, though the passive decay of each branch increases depending on how far removed it is from the center, measured by the number of connections. For balancing reasons, nodes cost some food borrowed from the node it is coming from but spawn in with more food than was paid. This imbalance will quickly be redistributed back: kind of peculiar, even unintuitive, but the best "game feel" that I could find messing with stuff.
I spent quite a while visiting and revisiting the balancing of the game though never quite got it to a happy state. I eventually settled on making the game easier and leaning into the sandbox elements as a past jam I've done yielded a way too hard bullet hell--checked all the gameplay boxes but was brutal and required more than the typical 5-10 minutes peeps allot per game. It is near impossible in Parvescence to die after the, say, 45 second mark as food will likely reach the middle and sustain you for another 14 or so seconds if you have no non-core nodes; during this limbo you will also eventually get a second chance by increasingly likely luck to branch out and continue play.