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!
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Makes sense, I did see the numbers changing! Yeah I guess I didn't really care what damage type my wands were, nor what the enemy type was. I know it was something about the color, but the only difference was "click them a bit more/less" to me?
Fun combat! Wands felt powerful. I could feel some of their identity but wish there was even more differentiation. The elemental damage types I didn't really notice; they weren't super clear to me.
Nice! I got a storm build going which was actually quite fun. The game started lagging unbearably after round 5-6, something to do with particle effects I think. I wish you could choose your starting deck, or get rid of certain cards so you can optimize your build.
I enjoyed this quite a bit. Captured that pokemon feel of seeing new creatures with an arguably better capture mechanic which I thought was really well implemented. I would've liked if the creature AIs played a bigger role!
Hmm, the "play once a day" thing works for Wordle because (a) you get 6 tries and pretty much always succeed at the end, and (b) the rules are simple enough someone can pick it up without needing to learn mechanics. The limitation here just makes me frustrated.
Ha! May have tuned enemies too much the other direction. The main ways you generate more power are by levelling up your player or your engines, but I presume you understand that in general. Is there a specific terminology that's confusing?
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?
Yes, resource deposits are something I'm considering, probably with a slight nerf to normal tissue carrying. I'm probably going to add sugar transport somehow, maybe as just another tile type, unclear. I would love to see a competitive plant building game! Someday... :)
Apologies! There was a bug in the sugar rendering that's now fixed - it should look like these yellow dots:
It might not show up since the website might be cached - try doing a hard-reload on the page if you still don't see it after today.
Let me know if that's working now.
Glad you enjoyed! I do have some plans for more buildings, more variety, a few more challenges. Almost everyone complains about the transport tiles so I think we'll do something about it. The sugar are little yellow dots, are they too hard to see?