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Bazorpa Zozorp

1
Posts
A member registered 11 days ago

Recent community posts

I’m loving the game, but less then I’m lost in the game. The concept seems nice, until you have no idea what’s going on. I love the idea of the game just throwing you in, and letting you explore and figure things out on your own, but problem is, there is nothing to figure out. And even if you do, you don’t realize what you figured out. This game needs a hinting system like !Hey! you did good, you gave clay to the lil blobs, and now they need coal to progress. Or !Hey! your blobs unlocked bricks! You did X to achieve that, do that more so they can expand. If you want later on to stop with the invasive tutorial pop-ups, replace it with a guide book, with buildings/resources/powers you already discovered/unlocked, with descriptions of what they are and can do/make. You cant just say “hey, colony do grow big-big. catch this golden rod.” without context. To this point, i don’t understand what resources my creatures need, or what half of them can do. I saw the red roots produce coal, but the plated trees seem to do nothing, and there is no reliable way, to my knowledge, to get clay, wood, or food(only bones), and they seems exclusive to my powers. Qol’s aside, i see great potential in this project. The way the creatures were building bone statues struck me with the idea that perhaps you could turn this into a religion/cult builder, perhaps replace money with faith, unlock rituals, expand your dominion. Especially because in this sense, you would have a path into the player having to summon enemies, or their waves in said rites, instead of just finding them in the dirt. Seeing you wanting to add combat, as written in the suggestions, I’m concerned that could take away from the casual nature of this game. With my proposed model, this stays fully optional for casual players, keeping the current game’s feel. The people who want combat however, have the additional benefit of being able to prepare for it longer if they want an easier, slower experience, activating the ritual as soon as hint pops up about them being able to for the ‘normal’ or ‘intended’ experience and difficulty, or, if they are on an n’th playthrough, speedrun the requirements to start it faster, and fight with a less developed colony. Essentially, the difficulty regulates itself, the premise is interesting and expandable, and the lore fits. You might have to overwrite what you already got, but its not a lot, so this is the perfect time for a change. I really want to see where you take this game. Also, I’m very sorry for the rambling. I guess the more feedback the better, but i still think i could have said this shorter, and less confusing. I’m waiting for the next update!