Hello Augustinas,
I played the game for about an hour, so I guess that means I enjoyed it quite a lot :)
What I really liked
- The art – it’s very nice and unique, especially the variety of strange monsters. The hand-painted style really stands out.
- The mechanics – shrinking, collapsing parts of the cave, the whole system of catching and synthesizing monsters… it feels creative and works.
- Exploring the cave using different tactics was fun.
About the things you mentioned
- Balancing – it felt absolutely fine to me. The difficulty curve, the need for upgrades to catch higher-level monsters - everything seemed fair.
- Bugs – I only noticed one minor issue: on the upgrade screen, the close button doesn’t seem fully responsive. You have to click a very specific spot for it to work.
What I would personally welcome
- A tutorial / onboarding – The instructions page is there and Mr. Evergreen also gives a few hints, but especially at the beginning I would have liked more guided introduction to the mechanics. Not through text, but through examples. For example, when reaching a narrow passage for the first time, a short pop-up animation showing the cursor drawing a line through it could help players immediately understand what to do.
- A long-term goal or purpose – I understand that the core loop is: gather resources - upgrade - repeat. But after an hour of playing, I wasn’t sure what I was ultimately working toward. Maybe this is revealed later, but since I didn’t encounter any larger objective (like defeating a threat or uncovering a mystery), I started to lose motivation to continue.
- A more intuitive upgrade system – It took me quite a while to orient myself in it, and I’m still not sure how to easily recognize the proper monster to catch (slime, skin, crystal, etc.). Maybe it’s obvious once you get used to the art style, but for me they were all just “monstery monsters,” and I couldn’t clearly distinguish their types.
- Infinibucks – I didn’t manage to find a use for them, even though the label says they serve multiple purposes :)
That’s everything that comes to mind. I really hope this doesn’t sound too critical, because the game is very cool, and I can clearly see the huge amount of work and care that went into it.