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There certainly isn't a lack of strategy, for one. Lots of it boils down to rote memorization, I think, in terms of efficiency, but overall this certainly does have potential to be something, if niche. Of course, the emergence it's designed upon also makes it rather difficult to balance and engineer a strategy game over; lots of things are plainly going to be unpredictable, and beyond knowing generally-good patterns, I'm not sure how I'd imagine high-level play to look. At the least, I'm anticipating that a lot of it is going to come down to who can expand the fastest, and outcompete with long-lived bomb-slop, rather than intentional combat and guarding structures/creatures, but that's just a hunch of someone who's fooled around with it only for an hour or so.

For a general audience, the greatest drawback is probably going to be exactly the same as its merit. Complex things are often hard to sell, and I can't even see the skill ceiling from here. That said, nothing should stop you from making what you want to play, as this is certainly a niche not many are filling right now, and I've thought about bringing a few ideas of my own to the table at one point.

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Yes, the game requires a lot of tuning and that scares me. Actually the strategy is simple - against bots at least - just pause and catch wild patterns. The bots are not trivial, they can catch the patterns too. But they don’t plan, don’t scheme. What would be really interesting though is to see how PvP would work. Then the most advanced strategies and counter-strategies can be discovered.

What dragged me into this was exactly the fragility of the world. You don’t build walls with more and more hit points. All you can do is to build strategic depth, guard your resources, and keep expansion rolling forward.

Attacking is quite difficult, you need to push forward a few times to get results. That’s were guns are useful, intruding into enemy territory consistently.

If you play in Sandbox you will discover the endgame patterns.

Have you discovered the recording function? As the game is deterministic, you can share the games you played for others to review and the recording is small.

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Sounds like that kind of game that would need a community to thrive, to be honest. I've already found a handful quite interesting strategies with a certain few patterns - I'm guessing a place to share them would improve retention. That tends to be how it is with emergent games; the players end up making the game more than the devs do, oftentimes. The recording function is a good idea.

Are you considering this to be a long-term project if it garners enough attention, or a stepping stone? I'd be entertained to see what comes of it. Especially if you implement PvP.

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It would be great if you shared your opinions at the game page. If you add your gameplay recordings (available in Settings) we can discuss them and maybe draw ideas how to expand the game.

I did not reach with it beyond itch yet. I think it has potential, with pvp and with bot lab - where you design bots to do chores for you.