Yeah, I agree, I need to add it. It's just that I am not a fan of this click-and-drag thing, so I kinda forgot how many people intuitively rely on it. I mainly use WASD to move the camera around while playing
JackVolopas
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Thanks for the idea, that's actually quite in line with what I had in mind! I've been thinking about evolutions that increase every organs health/regen/resistance(to contact damage) per every lung you have. So that you would have a reason to make at least a few lungs even if your air production is so reliable that you don't need extra air storage.
Hi, I glad you liked it! Any additional translation would definitely be too much to handle for me personally. But the in-game text should be already easily editable for anyone who wants to do it - it's all in the data/text folder - just plain text files for English and Russian languages. Adding new language files is not supported right now, but the existing files (e.g. all Russian files) could simply be reused to make any other translation instead of already existing one
Thanks for your suggestions! I already heard from another player that it might be interesting to have some option to deal with parasites and tumors in a "less manual" manner. So I will definitely add your suggestion to my list.
The game still might need a few balance and content patches since I am not fully happy with a few things. Mainly, lungs - they might be the least required organ and they don't really synergize with other game mechanics through evolution upgrades (like, for example, eyes and ears do by improving other organs damage output after certain evolutions).
The needler organ does have a few evolutions that improve it. Lowering the minimal range, improving turning speed and fire rate, improving projectile speed, knockback, damage, and stun chance. But maybe I made a default unupgraded needler "too restrained" in the process of adding all those evolutions...
I am also a huge fan of TD's!
I think that it's the only genre that could make me so hypnotized by the process, that I would sit in my chair for 8 hours. That's also why I purposefully tried to softly limit the length of a single session in Plantlike to a few hours - didn't want to make a game that actively hurts someone's health :D
And while I also appreciate some "classic tower defense" games where enemies have a certain strict path, I guess I always preferred TD's that are more "spatially open" and have more roots in the strategy games - like Creeper world, Rise to ruins, They are billions etc.
Play as an omnivorous creature growing through a floating island.
Start as a small spore in the depth of the ground and spread your tentacles from there.
Collect resources to stay alive while defending against the hostile complex ecosystem.
Release your spores into the air to advance the game to the next generation.
Link: https://jackvolopas.itch.io/plantlike

