Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+2)

I like this concept a lot ! The execution is really good, and that mix between physics and management is pretty unique, I think it really has potential ! You told me you wanted to push the game further, so here is the feedback I can give you :

- you need to clarify a bit how resources work, I was never sure what the water bar was for
- Physics get a bit too unstable too quickly in my opinion, and there are no real clue on how to balance it properly. It felt to me that my tree was quite balanced, but it started oscillating after a while, and I felt I had no tool to fix it. Maybe you could dampen forces a bit more ? Or maybe you don't even need to actually simulate it with the physics engine, but rather come up with a simpler system that you can balance more easily ?
- In terms of gameplay, I was not sure that with the current balance, the fact that it was physics based had a real effect on the way I built things, because I had very little tools to improve the tree stability. I think that to be interesting, there has to be multiple ways to organise the structure, that have distinct and clear pros and cons. It could maybe be solved by balancing though. Imagine if thickening parts was way costlier, but that it would add a lot of weight, but also making the tree way more solid. It would force the player to spend his resources only on the most critical parts, and making structures with non reinforced branches would be made a bit more possible, but still dangerous.

I think that with changing environment, like storms, having a bigger tree hiding the sun, maybe some diseases attacking some parts of the tree, it could be really interesting. I'm quite curious of what you'll do with it, keep up the good work !

(+3)

thanks so much for the insights.  

Yeah the physics wigging out definitely need to be dealt with and I agree there a lot of work left to get the balancing right.

We did play a bunch with it to get some nuance into it and seeing people play it has shown that there's already surprisingly many different approaches that work, I think we just need to incentivize that more and make sure the game is stable when the plant gets more complex.

And we're definitely brewing up more ideas for features, events and abilities.


But thanks so much, really appreciate the in-depth feedback!