If you have any features you would like to see in a future version of this simulator you can post your suggestions here or just upvote the ones you like the most.

lol yes I just found it. I came here to retract my suggestion :P Thanks for your reply though!
Ok another idea then: maybe you could have an option to let bones slowly evolve in length especially when most creatures are within a few percent fitness from each other.
also it would be fun if you could move the joints design around between generations :P
do not exist a way to change the total population per generation, some times is better start with a huge population, and star to lowing the number of population, for exmaple, i started a spider with 1000 population per generation, using 40 per batch. now after 500 generations i would like low the population and speed up my simulation, becoune now the spider is close of the best way to run.
haven't played it (saw it on YouTube) it's a cool idea. One thing I'd like to see is the creatures have a chance to evolve their structure as well. Like mutate to add or remove joints bones or muscles across generations. Having an immutable body structure doesn't make for interesting evolution over the countless generations
Edit: sorry I kinda misspoke. It's for sure interesting and evolving neural nets are awesome... But it's only half half of the evolutionary process
This might be a strange suggestion, but hear me out... Do not count the first 2-3 seconds in each generation. The reason why? Because each creature is slightly slower because they have to get into position to move, since creature design that the creature spawns in isn't exactly the optimal starting position. For example, who would be faster? A human who started in a running stance, or a human who is started in a sitting position? The reason why I think this should be implemented is because you can basically make any creature faster by a large amount just by increasing the evolution time, and by not counting the first 2-3 seconds of prep time, we would have a more accurate view of the creature's actual speed.
SUGGESTION TO IMPROVE THE A.I. to be a better runner
Like in real life, babies don't start trying to run, they
try first be stand up.
The program should divide the learn moves into 3 steps to lear how to run:
1- STAND UP : this is important to software knowing what is the correct creature position, to kwnon what is theyer foot, legs, head etc.
in this process at some moment we should to able to use a drag force using the mouse cursor, to try desestabilish the creature, or thrown heavy objects in it direction to test and see how creature try stand up with "stranges" forces on it body.
2- WALK: After learned how stay on foot, should now learn how to walk, becouse have a huge diference between walk and run, some animals (like a cat) when they are running, some times (mileseconds) they dont touch the ground and walking have slower moves and software should try to find the best way to consuming less energy in muscles (becouse walking is the most eficient way to move, differently of running, becouse is more explosive moves and higt energy musscle consuption..
3- finally using all the informations from step 1 and 2 to learn how to run, tryng to be the faster as can,
thats it THANKS.
I usually make hyper-symmetrical creatures actively intended to move by rolling; having the simulation make them 'stand' first would mean the simulator would never find the intended movement pattern for my 4-fold mirror rotationally symmetric creations meant to roll. Granted, I realize I am likely an outlier among the playerbase; for non-rolling creations, your suggestion does make sense. If it were something that could be toggled, I'd be fine with it; just as long as it isn't forced on me when trying to make and evolve a rolling creation.
When i think of an "overview of current generation", i mean that you can zoom out with the camera and also move the camera with the arrow keys. And like i said in the post of the walking human (https://itch.io/t/228740/did-anyone-get-a-good-running-humanoid-creature), i "train" my creatures in a special way and for this would a timer be very practicle.