Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Amazing game.
Reminds me of 'compartmentalisation' in high school Biology.
The onions (gas? blood?) became quite hard to obtain in levels 11 and 12, as there are limited pumps and limited boosting tiles, while too many kinds of module tiles destroys onions.
Wished there could be more 'vein+vervid' tiles and 'vervid edge' tiles in later levels. The ability to build newer vervids has been limited by the number of available tiles. For example, there are only 2 Egg tiles available. It would be nice if there are newer kinds of module tiles in later levels, but it is already enjoyable right now.

Thank you for the feedback! I will make an update and address the things you mentioned!

Hey again! Check out the update.

Thank you for the prompt update. I checked it out and quite like the balance and variety of module tiles now! :)
The only thing to me, for my run just now, is that there is a slightly smaller chance to get the white pyramid (knowledge item?) now. But it only happened since level 12, and I'm sure this would not have been a problem if I have used the redraw button more to get 'Siphons' (there were only two in my last try).

Not sure what happened, but 'Ribbits' (the brain-producing factory) became like this just now. It had never occurred to me in previous tries: 


(1 edit)

Wow, you got pretty far. I haven't had many rounds that went this far, so I don't know how (im-)balanced the game gets as you go further. Well played! The visual bug with the ribbits (and factory) is one that existed since the start of the project and has something to do with Godots TileMapLayer. I don't know how to fix it, because almost nobody uses such a tile system. It doesn't affect the gameplay anyway. I will try to add something that makes the 3rd resource production easier in the later rounds. (They have no official name on purpose!). Currently I am also experimenting with the a shuffle mechanic. Instead of the shuffle button, you right click a tile to put it at the end of the deck, for the cost of 1 6th resource. In this way, the hotbar feels and works more like an "inventory" for the player. Generally I am trying to improve the user experience, as it seems like some things keep players from playing. The game doesn't get much attention. I'm glad I have at least one "pro" at my game, haha. As you know the game quite well now, if you have any cool ideas, let me know and I might implement them.

Not quite sure on the mechanics of putting the tile at the end of the deck by right clicking. For me, right click means cancel in this game. So, I often try to right click on the tile on that hotbar when I decided not to place a selected tile.

What would you suggest instead then?

Don't worry, maybe it'll be okay when it's fleshed out, because I would only click until the selected tile is deselected. Let's see. I don't think dragging would be a clean solution to this.

In the big update released today things should be clearer!