Hi there, yes epochs were an experimental feature. The original intent was for you to populate a new tile every epoch. Unfortunately I've stopped development on Mito, so it is left in a "sandbox" state where you can get as many mutation points as you wish. I encourage you to try playing by the original intent, or to find your own rules that make sense for you!
hellochar
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Glad you enjoy the game! Sorry about the bug bug. Mito is no longer being developed but the game is open source at https://github.com/hellochar/mito if you would like to contribute!
Thank you between2spaces for your kind words, glad I could give you an enjoyable experience :)
a) A turn counter is a great idea; some way to recognize and reward high efficiency play (which is what I enjoy trying to achieve) .
b) You read my mind! I think it'd be great to have multi-game progression with the fruit somehow "transferring" the traits. Thanks for your suggestions.
Glad you enjoyed it!
1. Yeah it is frustrating to not be able to pick up sugar, but this is kind of intentional to model "drowning in water" so to speak.
2. Maintaining roots is part of the challenge of the game, but I agree it could be more fun/interesting; I'm looking at adding sugar transport, or maybe make roots not require energy but e.g. only hold 1 resource.
3. Yes accidentally building is very annoying, definitely want to improve it.
Agreed it gets a bit boring once the plant reaches sustainability; I'm thinking about end-game challenges that would really add to the fun. What do you think would be fun once you've reached that stage?