In fact, if the civilization had sentient robotics and portable cloning devices, why keep cell cultures at all? 100 years alone in an isolated colony would likely allow the propagation of many mutations unfavorable to the preservation of the encoded genome. Why not store preserved tissue samples or simply store the data for the genome electronically, and have the robot initiate cloning upon reaching its destination?
I don't understand why they used the means they did to transport the genome. The amoebas they used were pretty weak on the "Ability to survive space flight" scale. Tardigrades, now those are some space travelers. They can survive for decades without food or water, in boiling heat or the cold of space. They can live comfortably in a vacuum for days or at the bottom of the deepest ocean, and shrug off radiation that would bake cockroaches alive. In fact, an experiment was done in which tardigrades were left in orbit, unprotected, for more than a week. They not only survived the cold, vacuum, and radiation, but even reproduced. Surely these would be a better choice than an amoeba for interstellar flight.
Here's my take on this game: Death Worm was a good game, and this is a remake of Death Worm. The problem with remakes is that they are simply clones of the original. Remakes bring nothing new to the table to set them apart. To make a truly good game based on another, the remake is just the starting point. A developer needs to take the original concept and extend it to something new; they need to make it their own. Otherwise, there is no point in playing the remake over the original.
This game is so bad, it feels like it's burrowing into my skull to kill me! The twitchy graphics, that horrible sound repeatedly jabbing at my ears, and the gameplay that seems designed to irritate with difficulty artificially added by terrible design. Please tell me that you are a psychology student that is studying the ability of certain things to mentally assault people; I don't want my suffering to have been in vain...
I got a glitch where the enemy built a base on MY side. I got to choose the position, and I assumed it was some kind of bonus, but the enemy upgraded it, and my robots shot anything that came out.
Instead of running a genetic algorithm to define movements, wouldn't it be more effective to use a q-learning neural network? For this type of application, it seems to work much better.