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Huh -- expertise!  I have a lot of opinions.

Played the download version and found it easier to work.  I was still usually lost though and never could find features that I know are supposed to be there.  One thing happened in both plays that seemed weird: Fairly early I came (I think) to a hadron tree; shook it... and was then surrounded not by protons and neutrons but by He nuclei (as I recall...).  That points to a bigger issue, that this is a game about particle physics without any physics.  I acknowledge that mixing "realistic" scales and velocities and whatnot would be... tricky... and modeling interactions in this particle menagerie would be crazy.  Just the same, it seems odd that electrons are wandering around among all these bare nuclei without organizing, and collecting loose individual quarks is *opposite* physics.  I don't know what you do about this.

Another way to put it is that I've spent a couple hours with this, amassed maybe 180 types -- so just scratched the surface -- and my relationship to pions is the same as it's always been: I've heard of pions but don't know what the point of them is.  What you've got here is attractive and partly great -- a game with a nuclides chart! -- and partly misses.  From the point I've gotten to it would be hard for me to learn any more because I can't really do anything on purpose with my inventory, which itself has been collected mostly at random.  Crafting is fun, but I've got 56 recipes (and where did I get them from again...?  Are there more?), have done 40, and don't know how to get the pieces for the others.  It would be dumb to shoehorn a quests mechanism or anything like that into this, but maybe a bit more causality would help organize the experience.

THis is very valid feedback again, I really appreciate putting your time into this ♥

I am very aware that lone quarks wandering around is very unrealistic, but I really wanted the player to have to create composite particles themselves through crafting/collisions etc., that seemed like the right way to learn. Cause if the world interactions were physics-realistic, things would just happen on their own and I dont think thats very educational.

The 56 recipies you see pre-made are actually modelling every particle combination that is “exothermic” - happens without energy input in the real world, I thought this was a nicer balance than letting them happen in the world on their own, but ofc I appreciate the feedback.

About pions - I feel you lol :D To me, the exhaustive collectionist aspect is one of my fav mechanics - yes, most particles do not matter irl, but just like most pokemon dont matter, there is something really cool about collecting them all. And, since every single particle has its own detail card, you get to learn a lot by catching them. And - especially the fact you can smash any particle into any other in accelerators is I think really cool way to use “useless” particles.

Again, I am not like debating this, just explaining my POV because typing it out actually makes me think about what I wanna change and what I am happy with.

I ran out of energy and time to continue working on the game for now, but when I will, this thread will be my backlog ♥

Yeah -- it would be unrealistic to try to make this more realistic.  That being the case all you can do is make design decisions, and the ones you've made are perfectly valid.  So, cool!  It's a funny piece of work, and different from all the rest.