I got really stuck at the very beginning trying to build MU, was clicking on a blue cells instead of in between. By the time I finally got it done, I completely forgotten what to do next and went into help pane... Neh that didn't help either.. I would say, first create interactive tutorial with levels, so we can build everything step by step with guidance. Second, the shortcuts are utterly confusing, what was MU .... grhhh... Maybe using building icons with visual symbols would work better. Good Luck.
On level 6 I had problem with nodes movement. Couldn't complete the level, as the nodes wouldn't react correctly. They would glue to the mouse. Nice game otherwise, pity I culdn't play remaining levels.
Great game, as expected from this developer. True, he will not update it, but his games are better every time and they are always unique. So thanks dev and I hope that one day you will finish a game :-)
It would be useful to have skill points counter on the main screen rather than in skills tab. Sometimes I miss upgrades, as I forget to check there. Great work, thanks.
One more thing, tool-tips descriptions that you recently added are somehow very cryptic. They do describe general functions but without any insight into algorithm (not all of them). I would like to know what actually cellular communication does, as it doesn't seem to have any effect so far. So maybe when I buy it, I could be informed that it:
1. unlocks further evolution options
2. increases timer speed for sth else
3. lower cost
4. ect.
This would allow players to make conscious evolutionary choices rather than gamble.
Some evolutions are gate way evolutions.
This exist as unlocks to other evolutions.
I wasn't able to add a game mechanic to every evolution.
Yet they were essential evolutions for life.
I hope I can one day add something to them. But for now there is more pressing issues to code.
For instance later in stage 2 you will come across 8 evolutions at once.
Balance, muscle, respiration, nerve, circulatory, digestion, excretion, sight.
These 8 stats are linked the way cilia and flagellum are linked.
You choose 2 to evolve. Then you have to evolve a gate way tech. Then you get to choose 2 more. Then another gate way tech. From here you can evolve 2 more or evolve to stage 3. If you evolve 2 more there is another gate way tech to be allowed to evolve the final 2.
Timer reduction will help a lot, maybe the cells could live tiny bit longer as well. They die so quickly, that they don't generate enough income to pay the cost of buying them. Maybe cells could start increasing income straight away, instead of staying on 25, till there is enough cells. Thank you for such quick and nice replay :-) Looking forward to play later stages!
In stage two the concept of learning is added.
Not everything is just upgrade.
Cell adhesion is you teaching your cell colony how to stay together.
This will have an impact on your creature as it evolves.
At first learning is fast but it gets more difficult the better you get.
Also evolving nerves increases learn speed.
I will look into the speed of how quick cells are lost.
The 25 base auto click was your creation.
If it is 25 than you had 50 cilia.
Stage two minimum auto click is equal to cilia/2.
Stage three minimum auto click will be cilia/4.
This stat will not progress past stage 3 primary evolution branch.
So. I'm in phase 2, good few days already, I got few things activated, that do nothing. Cellular adhesion 37%, expansive and cells die far to fast and are to expensive to even bother with that any more. So, collecting by 25/s I have million to get next evolution point, I think I need 5 to prestige, that will take ages :-(
I agree, stage 2 needs a bit more balancing.
I am looking into ways to reduce stage two some more.
One that already been made for the next update but not implemented yet is the cell cost timer has been reduced by -50% from once an hour to once a half hour.
Any suggestions?
Well, I prefer more active game play. I have experimented a lot with variety skills set-ups. Mixing maxed auto-collect, cloning & 25th generator bonus, and increasing limit when is equal generator price. It seems to work ok.
Great game :-) Any chance to create new tab - Adventure that would have only actions displayed and would pause if other tabs were clicked (not reset as it is now), Stats could be in another tab as well. Well done :-)
Go my Spirit Points on minus after that you can buy whatever and going lover on minus. I think I did it by spending them very fast, as soon as ritual was completed, may have clicked more then 10 times. Nice start of the game, looking forward to see it more developed.
Some evolutions are gate way evolutions. This exist as unlocks to other evolutions. I wasn't able to add a game mechanic to every evolution. Yet they were essential evolutions for life. I hope I can one day add something to them. But for now there is more pressing issues to code. For instance later in stage 2 you will come across 8 evolutions at once. Balance, muscle, respiration, nerve, circulatory, digestion, excretion, sight. These 8 stats are linked the way cilia and flagellum are linked. You choose 2 to evolve. Then you have to evolve a gate way tech. Then you get to choose 2 more. Then another gate way tech. From here you can evolve 2 more or evolve to stage 3. If you evolve 2 more there is another gate way tech to be allowed to evolve the final 2.