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Hey tetradigm, thanks for your feedback. 

  • The shop timer should decrease when monsters "tick". 
  • I agree with you that the timer was a bad idea – sorry about that. 
I wanted players to be able to lose, which was poor design on my part. I think it would be better if you only lost score points if you needed more time, rather than the game being over. 

I have also noticed that the breeding algorithm is currently too random, so it can still happen (too often at the moment) that you get a monster of the same tier. My idea was that you have to level up higher level monsters first, since higher level monsters have more gene points. I'll work on it when I have time. Thanks for playing anyway!
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i actually didnt mind the whole tier up process once a realized that i had to breed them to level 10 (or whatever their cap is, i assume its higher per tier) to get the next tier. doing that, resulted in the next tier each time. but seeing as their production value was reset to 1, it disincentivized me from trying to reach further tiers.

 

 what DID bother me a lot, was the fact that breeding results in completely random monsters and DNA values. breeding nothing but slime/elemental monsters, i would frequently wind up with an extra 2-4 DNA values added on at random. i assume thats to simulate mutations, but it runs counter productive to the whole "DNA matters" part, as well as thats just not how mutations work. new genes arent added in alongside the existing genetic material, but rather some existing DNA transforms into a different sequence. so like, instead of a chance of randomly gaining new genes, there should be a VERY small chance (like less than 1%) of one of the existing genes changing into a different gene.

 

 also, monster genetics do not seem to control what the monster visually is. i got quite a few slimes with no slime element, humanoids that were straight up quadrupedal beasts, etc. so im really not sure how genetics supposedly matter, when you are seemingly adding a bunch of hidden RNG shit to everything. ideally, you should never hide calculations and information from the player. anything that effects the gameplay, should be evident and subject to the users observation.