Though it's raw right now but the game has potential!
Like another commenter said, there's something about "intuition". The lose condition isn't intuitive and the winning condition isn't the most OCD-satisfying one, like how in Tetris the winning condition is to make a satisfying row which then takes you further from death by removing a line of blocks. Instead, the win condition here actually takes you closer to losing!
For example, seeing new objects like trees or ponds show up feels like a positive thing, creatures dying and turning into grass feels like a positive thing. Making something new from shapes that are trying to eat each other feels like it's positive. I didn't read the tutorial the first time around so I was surprised when filling up the whole board was actually the lose condition and not the win condition because filling up the whole board seemed like the OCD-satisfying choice.
Then, given there are 5 lose conditions (no moves, any of the 4 creatures are extinct) I just can't keep track of it, it feels like you can lose out of nowhere if you're trying to make creatures eat each other. The best play is to just not let them eat.
Also... If creatures can go extinct, it feels weird to let the player place them willy-nilly. It doesn't feel like the creatures can intuitively go extinct if the player has an endless supply of them in their pocket. If you had to create more creatures from existing creatures, that feels like it'd make sense. The player would know that if all copies of a creature disappear there'd be no way to bring that creature back to life.
Once you have enough effects and polish, plus it's more intuitive, you won't even need a tutorial and players can figure it out and explore the game on their own.
Viewing post in Eco Balance jam comments
Thanks for trying it out and the great feedback! The point about tetris is definitely a good one, I should make the "correct" way to play more fun and rewarding. Something as simple as point values popping up when an animals eats another one or something would probably help.
The reason the win conditions are what they are now is it's the "real" problems an ecosystem faces, IE: losing a key predator/prey animal can de-stabalize the entire food chain, same with over-population. Maybe that would be more clear with good assets and an actual animals for the shapes.
I really appreciate the feedback, you've given me some good inspiration for games to study and take lessons from!