Aww, thanks for replaying! Happy to hear you still enjoyed it!
Talos0248
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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!
The bad news: unfortunately you can't get your exact save back. Data is stored in localstorage and it's possible to be deleted especially on browser history clear or if there are privacy extensions :(
The somewhat good news: saves are in plaintext, and you should be able to edit them and get back some progress. In this case I'd recommend exporting the save, editing "playerBankedXp" to something high (maybe give yourself a couple more levels for the trouble? lol), and blaze through early game. For item drops, if you spec for drop rate, you should be able to reach 100% drop rate for most items. And for archives, I won't spoil too much, but there is a stage that gives you ridiculous amounts of int
Apologies for your data loss, I hope this helps!
Hard to say! As of the time I'm mostly focusing on irl stuff — still getting graduation papers sorted out, working on a portfolio etc. Basically finding some stable (and hopefully great) employment is the current priority, maybe pick up on some new skills, and after that, we'll see.
Rn, I do feel that the current game sits at a nice stopping point in terms of overall cohesion, and I do kind of want to leave it as-is plus a few QoL updates? There's definitely room to expand story-wise, and who knows? Maybe I'll be able to do something with it in the future? C:
It does, just very, veeeery slowly, mainly because 1cm³/sec is absolutely miniscule compared to 1m³. To be fair, you *could* theoretically wait 139 hours to travel 0.5m³ at this rate, buuut you might be better off resetting and getting the × STR × 1000 travel speed perk
If it helps, reset is designed to be not inconvenient in the game (and more as encouragement to try new builds), and there's a lot of QoL shortcuts that get unlocked as you progress, in the sense that you should be able to get back to where you were pre-reset in about 5 minutes max :)
Thank you for playing, and I'm happy that you enjoyed the design!!
The perception stat is indeed a bit of an odd one out, so fair criticism! I initially intended for it to be used as a shortcut for a couple more "puzzle" events, buuuut the ideas didn't quite fit into the development timeline / game vibe overall haha. It ended up just settling as a utility stat for item drops/damage boost. Valid comment on the crit indicator as well!
Congrats on 100% the game, and it's nice to hear that it still held your attention through it all :D
Thank you for playing!! Multicellular evil definitely needs a bit more luck (i.e. the 25% for 4 corrosion stacks) skill and focus on poison, which provide self-stacking poison bonuses. For future readers who missed the info section, space can also quick pause combat!
Congrats on beating most of the endings on challenge mode, and glad you enjoyed the game overall!
With the way it's currently coded, it's agnostic to whether time is or isn't passing, and is instead based on run-start clock (to prevent tab throttling/simplify offline calculations).
I *could* do a check based on last save time as well, but I don't want to introduce more complexity to the code that could result in more bugs if needed, whereas coding a cap would be quite simple (and toggle-able, if anyone suddenly changes their mind and decides they want their offline time for the run). The game is generally balanced around having a 2x to 5x multiplier per reset atm. I could also make a configurable cap as well, now that I think about it...
Ooo, another user did seem to share the same sentiment! Right now the "time in run" multiplier already has a diminishing returns formula, though I could potentially add a toggle that caps the "time in run" multiplier to ~2 hours?
Might be quite a while before I can get around to it, though! Currently still catching up with some irl commitments :p
