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I liked the concept a lot!!! You must have done a lot of work to get the pathing for the worker ants right, I was really happy to see that! I was surprised to see that more workers =/= more food at a certain point -- I had built 25 workers but I found that I actually could have gotten away with fewer; a lot ended up being idle because they're not very smart and my impression was that I would have to pick up one food from a new bush and bring it back to trigger the other ants to come.

A couple bugs, but not game breaking: I had a couple ants freeze in place when I picked up the food kind of right from under them. Not sure if it was just an afterimage or something else (hard to count the ants), but something to keep in mind! There's also a few foods that spawn close enough to the bushes that a worker ant gets perpetually trapped circling around the bush because the gravity rerouting around the bush (I assume that was necessary to make the pathing work well) made it so the ant couldn't actually reach the food, so I also lost a couple workers to that. 

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Thank you for playing and for the detailed feedback. Having to bring the food back was a design choice to mimic a pheromon trail a bit because I did not have time to implement an actual system for that. My solution would now be to add an additional scout class that only does scouting and brings back the first unit of food from a source (or let workers scout when idle). I also did not have time to investigate why some single ants get stuck in place but the death spiralling comes from trying to avoid an obstacle while the food is spawned inside a collider. Here I could add a timer for the ant to ignore the collision and also make sure food does not spawn inside a collider.