Hey team, thanks for making this lovely game, I enjoyed playing it. Here is my feedback:
- lovely background music, credits? who made it?
- on inital playthrough I was missing feedback that there are individual blobs that have different thoughts or behaviours because of what they have been exposed to → change color or shape of blobs to visualize how they evolve, allow players to hover over the blob to find out its stats - eventually I see some blobs darker and with white highlight, but I don’t know what it means
- it’s not super clear that you have to click on the number to generate a card → it looks rather like non-interactive UI, maybe consider changing it to look more like a button, or jiggle it to draw players attention to it?
- unclear why sometimes the golden apple has no effect (especially consider how big the effect of the first one is)
- bug? when placing a red apple, the blobs moved towards it but stopped. it never got eaten for some reason, this happens with a lot of other items as well
- overall the game needs more visual feedback that tells players the effects of their actions, like placing buildings. We do get the numbers of peoples heads, but because I’m basically forced to place all cards, it doesn’t seem like I can really apply a strategy
- I want to be able to discard cards that I don’t plan on using, eventually I am stuck with bad apples, knifes, and guns. I used a workaround of placing a ton of guns and knifes and bad apples behind buildings where the blobs don’t seem to be able to reach
- unclear why items increases specific values, often items don’t seem to have any effect, some seem counter intuitive - like why does the bad apple increase love? why are those the same values as a red apple?
- what does the hut and the man in the hut do? what makes it grow and change?
- blobs dying isn’t very clear, I can see they are less and the x is blinking in the corner, but I’d rather see a specific blob maybe getting slower and lighter in color and fade away
- I know from the presentation that I can drop the items directly on to specific blobs which is cool. I am not sure whats the best way to help players know this, maybe just something they find out with experimentation
- there is no indication how far along in the game I am and how close to reaching an end. since this is a simulation it could go on forever, and players might drop off before the end → some visualization like a progress bar would help
- after some time of playing around and discovering some effects but mostly being clueless I wonder what my goal is. do I try to give things to more evolved blobs or rather the other ones? do I try to level every one up? Do I try to generate as many blobs as possible, whatever the cost?
- stop generating new cards while the deck is full. consider shortening the timer to generate new cards as well, this would force the player to spend more time observing the effects of their actions instead of frantically placing cards without understanding their effects
- I have played for 25 minutes, run out of screen real estate and haven’t reached any ending, so I’m gonna have to call it now.
Hope this helps!
