Ah, if it helps, completing other endings first will give extra prestige currency you can use, and space-bar can quick pause battles! I've seen people beat it with multiple strata from power + crit to poison + luck, though the skill that gives free AP and the specialist strike skill is generally pretty good!
Talos0248
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Fair suspicion! The story is also hand crafted, though "Uncanny valley" is definitely a main theme I tried using for the events, especially in the early parts, so I can see how it reads that way. Honestly the em dash is so versatile that I just can't NOT use it; whoever hates it can pry them from my cold dead hands lol. Glad you enjoyed the puzzle aspects!!
And yeah Nova is designed to be this amorphous lil blob that players can envision how they see fit, so i think it's fitting to apply it to Novelle too :D
Fair criticism on the perception, it was more intended to be a meta step and key to some puzzles, but those puzzles didn't fit the vibe of "mildly strategic incremental" so it didn't end up makingthe cut.
"Imperfect final form" is definitely designed to be one of the harder fights, the idea being that players would have to strategize with what they have instead of a focused stat.
Regardless, thanks for playing! :)
Fair take with acuity! It was initially meant to be a meta-stat: at one point, there were meant to be a few event-related puzzles that could also be skipped with high enough acuity, but that idea ended up falling through after i found it to not blend well mechanistically with the rest of the game considering the genre. Like you mentioned, it ended up being more of a companion stat, though I agree that its utility can definitely improved!
Lol, I get where you're coming from, sometimes I tend to be cautious too whenever i worried i'd be locked into decisions :p
Fair take with the endings! The "A" endings were meant to elicit a "distant" and "objective" feeling, something akin to "this is how the world is affected" though I do see how it can pull away from being something that's engaging/unique. The protoform cheese was definitely something that occurred to me and was why these costs were so high to begin with (used to be gated by the original "challenge mode" balancing); now I just consider it a feature, and that whoever pulls it off has earned the cheese lol
Yee the final eye upgrade could be a bit more interesting. The effects were all done with CSS, which I'm still learning to get better at, and i wanted something that was different enough but also not a migraine inducing nightmare (the red-stage filter was reportedly a problem for a small portion of players, hence the option to toggle it off). The hue shift is definitely a neat idea!
Thank you for playing!! :D
Thank you! Happy to hear that BIOTOMATA kept you engaged all the way! Definitely fair that the stage 2 run was hard, since poison is one of the slightly more rng-dependent stats. 2-in-a-row experimental treatment corrosion does feel good tho hehe
Interesting suggestion with the enemy pools! I'd intended for BIOTOMATA to be fairly linear, and for players being able to decimate enemies after defeating them 2-3 times (save for the final area enemies), but it is interesting to think what the game would play like if I took a more roguelite approach :)
Ayyy congrats on 100%-ing! "Challenge mode" was the game's original balancing, so you're right that it's definitely achievable with the right strategy and build! The game was made easier since playtesting reviewed some found it a little too hard (which is fair, since it is part incremental/idle!), and the challenge mode toggle was made because there were also those who enjoyed the original challenge :)
Also, completely relate to you on the I NEED MORE part lmao. I get so sad whenever i near the end of a really good game i played knowing it may be forever before i find another that makes me feel a similar way. It's so bittersweet to hear that BIOTOMATA made your list <3
Ooh, last section definitely requires a bit of build crafting, especially if you're doing the purple route (unless you max it out). Some hints would be:
- make sure you're completing tasks (bottom right blinky, those give bonus xp)
- the final skill for each stage in the ascension tree is very powerful, and you'll probably need to have one equipped (depending on which route you want to go) and synergize with it to beat the final boss
- final boss activates their skill at 75%; bursting is definitely an option!
Aww tysm! I definitely tried to make it as engaging as possible while still maintaining the idle/incremental "vibe", and I'm happy you appreciate it!
I'm also still really happy that people seem to be enjoying the "good" endings. Low-key I wish more horror games have happy endings haha, I like a good spook but also a "hell yeah we did it" feeling at the end :p
Oh, may I know if you're zoomed in or using a screen with a lower resolution? I'm not able to control the follow and add to collection overlay, unfortunately! I would recommend either zooming out on the page using your browser (and then hitting refresh) or using the fullscreen mode provided by itch.
Hope this helps!
Unfortunately not, haha. I've always intended for BIOTOMATA to be several hours/days of a fun, self-contained web experience, and I'm not particularly active on social media to begin with :p
That being said, the game *is* designed to let player imagination fill in the blanks, and it's really cool to hear that you have many ideas! If you do end up creating stuff, feel free to shoot me a link in the comments. It's always cool to read about how others interpret the plot and aftermaths :D
And ty!!! The UI was really fun to figure out how to implement when I was creating the game, I'm so happy that you appreciate it! Here's hoping you have a fun rest of the weekend with the game!
