Feedback:
Don't default to tank controls. Default to twin stick. Tank controls are a horrible invention in general.
First time i spawned in a place in which after buying some upgrades i couldnt leave
Hey!
The game looks great, the controls are pretty nice and the design is really likable.
Now there are two bugs I want to report:
• When you remove a part, it's ability icon stays
• The AI is pretty impressive, but still needs some work: when an enemy sees a green blob inside a wall, it tries to get to it through the wall. When you get behind an enemy, frequently ij just starts to ignore you.
Still love the game, keep up the great work!
Firstly, I've been getting some weird crashes and frame rate dips, though that could be because I'm playing on the browser version. Still, these issues ought to be worked out.
Might just be because I'm bad, but there's a bit of a major difficulty spike after the tutorial. I seem to just get violently demolished by clawed creatures, with just about no food in sight.
But this is a nice concept, and the execution is almost there! Keep going!
Thanks for playing!
Sorry for sub-par browser playing experience. We highly recommend playing downloaded versions. We now also will be including Linux and OS X versions, so everyone can enjoy the game.
We are aware of difficulty step in first level and we'll even it out in future builds. With recent versions it has slightly increased as we don't give that much food drops to slow the player down in levels. Little guys are just too fast for player to catch and snappy ones are too deadly.
Hi! That's really odd, could you tell us what were you doing before the issue? Were you in a normal level or in an arena with a single boss enemy? Do you remember how the enemies looked/which level was it? Did this happen after entering a whirlpool? Did this happen after you pressed "continue"?
We've only ever had this issue with loading a previously saved game, but that should be fixed. We haven't seen anything like this on our end, so any further information would help us a bunch :)
Hi! We'd love to fix the crash, but we need a bit more information in order to understand why the crash is happening. What operating system are you running on? What are your specs? Did you extract the archive before trying to run the game? Are there any crash dump files in the folder where the game executable is? Every bit of information helps!
I think you should make it so you can't get a part without a unique ability when you defeat a boss, because it's always disappointing when you beat the boss and get a basic connector, or a worse version of a part you have.
Because one time i was the one with the repair ability with its connectors, and i got a basic connector, when in a different one I had both the push-eater, and the bomb eater, making a cannon.
This will add a layer of consistency, knowing that beating a boss will make you stronger.
Another problem is that the cost to buy parts scales with the size of your creation, but not the price to sell.
This becomes much more annoying in the end where you buy a connector for 5 nutrients, and sell one for 2.
This (and my potato computer lagging) are the only problems so far. Keep expanding and improving the game!
nice update! still getting the occasional useless connector, but overall really great! You should add a sandbox mode, where you have all the parts, and everything is free, but auto-grow is turned off (so you don't constantly regrow your parts). I always have ideas for stuff, but i either lack the parts or the nutrients. i would love to test stuff against things.
Hi, thank you for feedback!
Did you play in browser or through downloaded executable? We haven't done a major performance optimization pass, however we would like to identify where to look at in the future. In what place did fps drop happen? Maybe you have a screenshot? Also what are your GPU and CPU models?
Hi, thanks for playing!
And thanks for reporting the issue. How often does it happen for you? On what OS do you play the game? How good is your performance, does the game seem to run well? We've had similar issue when outlines of Zooids would scale up to infinity due to wrong delta time with dynamic timescale.
This game is AMAZING.
1 (and a half) suggestion(s), though:
I know that in reality, a Siphonophore's zooids are basically only individuals by concept, and don't actually do whatever they want, (or maybe I read the wikipedia page wrong... oops...) but maybe it would be interesting if, once the main-control-zooid-thingy was killed, the other, remaining zooids would still struggle and kinda fight back (e.g., the claw randomly snipping, jets propelling), and maybe, if enough zooids survive long enough and/or somehow collect enough nutrients/health-orbs, a controller-zooid could even regrow?
And maybe it would look a bit nicer if, on the growth-mode tutorial, instead of always showing the "Shelly" structure zooid, it showed the currently selected parasite's control-zooid? (In the screenshot below, not sure if you can see it, but the parasite breed is Advena )

Love the GUI layout update btw, you're a legend 👍
sorry for making this unnecessarily long .__.
Hey, awesome post, thanks for playing our game!
Dead zooids could use some twitchy animations or struggle for a little bit, I think that would look cool, but they need to look dead, otherwise it might get confusing. We haven't planned giving the ability to regrow the main zooid, so it would require effort that is better spend on other things. But this idea is really cool, I'll make sure we got it logged down.
Nice catch with dialog icon, thanks.
Nice game you have here, I look forward to see how it evolves.
Now on to the feedback:
1.For the love of SWEET BABY JESUS, stop spawning enemies out of nowhere next to the player.... It's really annoying and gives the feeling of an unwelcome element of luck that can cause you a premature game over with little that can be done about it. If you still wanna do that then do it off screen, or make a visible, delayed warning sign like bosses do.
2.The zooming distance is a bit small compared to how easy enemies can ambush you. Getting jumped from behind by a second enemy is pretty shitty.
3. Some parts differ only in appearance, the connectors are a good example. Maybe tinker the stats so that different zooids from different species have different stats. Example: species 1 connector: 1 and 2/ species 2 connector: 2 and 1. Same for all other parts, different stats to make the races more interesting.
4.This is just an aesthetic, but changing the color scheme of a zooid of another species to the one of your own core/species would look better than making a frankenstein creature like you do now.
5.An armor block zooid? A plancton collector that generates nutrition over time? A directed shock emitter that disorients enemy zooids? A pheromone zooid that pacifies enemies for a short while? A storage unit that is heavy and frail but holds lots of resources?
Think outside the box, don't just have connectors/movers/weapons/mouths.
6.The Ai is good at pursuing and running away, but clumsy at avoiding terrain and untangling creatures from one another. The bosses are pitifully easy because of this.
7.Optimize the game pretty plox. The frame rate can suffer near multiple whirlpools/large number of enemies/very large creatures like the box fortress beasts in free roam.
8.The ui and menus are really bland compared to the rest of the games aesthetics.
9.The music is chill and nice, a good direction given the games nature.
Thats all I can think of right now. Good luck and keep at it.
Hi, thanks for playing!
That's some good amount of honest feedback. Did that enemy spawning happen in other than first 3 levels? In first levels we spawn a little guy to give some goal to the player. In later levels, the max distance could have been too low. We plan to tweak enemy spawning in the future, currently it's still too random.
As for variety for Zooids, we wanted to start with 4 balanced Zooids for each Breed and we might have some drop-only variations of less balanced ones. Thanks for suggestions
Rest of the points are valid as well. Looking forward to hearing comments from you on future updates.
This is awesome!
This game is my favorite itch.io game so far, I really enjoy the combat and being able to build your creature as you progress. The game looks great and the controls are pretty good! The game is very challenging and takes a lot of time to build a creature that can defend itself and attack, so your all good with the challenge! I do like the collision, like if you place two spikes facing each other they collide when they hit. This brought along a few problems, if one of my melee weapons hit each other they either, get stuck on each other and then are unusable, or they start shaking violently. Other than that I love what you have done with this game, I have a few ideas to enhance the game. Here's a few, after killing a certain amount of creatures with a weapon it upgrades the weapon to be slightly stronger. Making a new creature that is faster than the others but it is weaker than others. Making a new creature that can spit of mini versions of itself that are very weak, but when you have a lot surrounding an enemy it suddenly becomes harder to get rid of them all. The creature would have average defense and no weapons but the creature summoner. I hope you like some of these ideas, thank you for making this game and if you have a team I thank them too!