Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Ooooh you build some beautiful geometry as you evolve the neural pattern. I thoroughly enjoyed this idea and want to see more of it.

If you haven't, check out "NaissanceE" on Steam (it's free). Your neurons is just like the guiding light in that game, and gave me the same vibe.

I would ditch all the colors and text, and communicate their function in another way visually. The game could start with a pitch black world and two single orbs, that you need to connect in order to imitate gameplay, and from there the player has all the information needed to discover the mechanics themselves as long as you make it apparent enough. Try practicing delivering information using only a monochrome gradient and no language.

Another thing that can help motivate the player to progress is having abstract geometry surrounding the area, that is only gradually and slightly revealed as the number of neurons (and consequently, lights) go up.

Oh, and this would be a perfect project to try out SDFGI with the emission on the neurons. Volumetric fog would also be amazing with the visuals of this game.

Awesome feedback!! Thank you so much! I might continue on, though it's not a very traditional game and difficult to see go anywhere, but I will take a look at the resources you mentioned.

(+1)

That's what's so great about the idea! You don't really need more mechanics than this either, the "body shutdown" and helper neurons is more than enough to build on.

The game doesn't need to be balanced or paced either. It can be "gradually build and maintain a large and beautiful geometric construct" and the reward the player gets is taking a few steps back and watching what they've made. That's also why you need to have screenshots in mind. Not as a functionality, but practically; think about how the game is framed and how it will look statically on a screenshot, as that's where much the strength of this design lies. After playing for 15 minutes seeing the structure from inside to then flying away and look back felt satisfying to me and took a photo. Not only because the structure was so beautiful (it looked like a sitting fox), but because it's also ephemeral. It changes, it doesn't last, which gives it even more value and beauty.

This is also why I suggested to scale back on things, that might sound counter-productive and non-intuitive with how "simple" the game is but I really believe the lines and dots can speak for themselves with some clever design decisions. Focus on the experience and emotions and not the balance and math of it.

(+1)

Another suggestion I forgot to mention is "hapticity". Instead of clicking and selecting, make it "physical". Make connections between neurons something you "draw", something you "drag" between them that gets more resistant the longer the distance is. Make creating helpers a physical act of pulling the neuron out of the pattern and releasing it.

Wow! This is amazing stuff. Thank you very much!