It's a fun game but feels a bit constrained by some UI and design decisions. The hit-boxes are difficult to identify because of the pixeled countours of the sprites. If they were more concise forms with simpler silhouettes, that might help (or drop shadows to add contrast). The yellow box is a good idea but it seems a bit inconsistent with "everything else" that is also "digestible." The game starts off pretty quickly, but it's after the first "scaling plateau" that the game seems to feel easier and more natural. Maybe because it doesn't seem claustrophobic. There's a few reasons for that, I think. A sense of overall progress and general % into the game would be nice... how deep is this experience?
It's an interesting game! Reminds me some of Settlers in the board build-up. It's difficult and I haven't won an uncarded match yet... something about it feels a little bit blind to me. I don't know how to evaluate (intuitively) what the other players may be hunting for and how much they're preparing to bid. I think the info is available, I just don't have time to really get to it in my turn.
Novel concept! I think the core mechanic is super fun and the player decisions are nice. An autoroller would be welcome... maybe earned at a certain score ("unlocked"). I'd love to see updates on this.
I absolutely love the visual style but the Miro-like decorations interfere often with the clues... I often couldn't find the connection and ultimately gave up.
I'd like some more forgiving tracks, and maybe some banked corners. I like the sense of airborne control, but it's very easy to lose track of the landing and makes those really long jumps less fun.
Maxed at 42 population / Pit 24... none of the upgrade buttons are active. No path further. Looks like there are no more upgrades or reveals after this anyway... so, it's a good start!
The small qualities that help the player understand what direction they're about to head to is really thoughtful and good game design. Thank you. I loved this game but got tired of repeating the first half of a level and quit. (Skipping a level would allow players to explore more of this gorgeous game.)
I tried "100 nodes" and briefly saw a red warning message flash by the screen before the game crawled to a halt. I'd like a chance to confirm after getting a warning of any type.
I thought this was a very rewarding activity, but there aren't many game decisions implemented yet. Score and time seem like meaningless measures when there's no record of those things... or even really a sense of urgency or efficiency. Hard was easy, in time. I would like to be able to click a node as soon as it's dropped, rather than having to wait that .5s for the fade animation to end... particularly for a "timed" game... and, as others pointed out, maybe some elaborations and depth, or "campaign" style stage linkages, stuff like that.
Check the options for autoroll ;)