Sipho
Reaper 31 Dec, 2021 @ 12:46am
Suggestions
I'm going to number all of my suggestions as i now have basically all achievements, except for the "one of each" Which i'll eventually get randomly in a play-through.


1.
Affects Neighbors is cool. Lets get more neighbor numbers please. Allows for more build diversity and more fun!

2.
During the campaign, there's a lot of downtime between fights, this is mainly due to being unable to find the other breeds. Either lower the map sizes, up the breed numbers, or let us see the "red bar" guiding us to other breeds.

3.
Boss fights are so much fun. I want more of these, much more, give me some really deadly ones.

4.
Hard mode. Take more damage, deal more damage.

5.
A lot of the enemy breeds seems to just, run away instead of fighting. This makes it too easy to kill and scale up. Would be nice to have some more aggressive enemies.

6.
More breeds, secret breeds too. It'd be so cool to find some secret breeds that you don't know exist, until you randomly stumble upon them in the campaign.

7.
After killing a boss, the drops pulls you on top of them, this is incredibly frustrating. Give me another way to choose the reward.

8.
Statistics at the end of campaign. YAY! We destroyed the final boss, let us see how we did throughout the entire campaign! How much damage did we take? How much damage did we do? How many different weapons or abilities did we use, how many times did we use them? How many kills? This also has a side-bonus of allowing for future speedrunners a way to confirm 0 kill runs, or other weird categories they may invent.

These are what i have for now. I'll add more in replies once I've played more than 12 hours.
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Showing 1-2 of 2 comments
Dominas  [developer] 1 Jan, 2022 @ 4:24am 
Hey, thank you for extensive feedback! I'll try to reply to each point:
1. Nice, glad to hear that. Noted - something that affects zooids even further could be really fun to try and could get very powerful as well... and power is fun!

2. Noted, this is especially true when you are close a level end - only few enemies remain to be hunted down and can be hard to find. I'm thinking if we could change things up a bit by not reducing counts of wandering enemies to prevent further growth in levels that have ended, but rather make food "nutritionless" when environment is fully decayed. You then would have to make a decision to dive by yourself and we could even up the aggression of enemies so they try forcing you out without giving anything beneficial. On the other hand, enemies could come to you once level has ended.

3. Thank you and damn, these take so much effort to design. Even now, some fights need some tweaking to be more fun. Hopefully we could do something with Aquarium to allow creating and sharing custom challenges.

4. I'm toying with an idea of introducing NG+ which would effectively mean this. Instead of Zooids you would be able to choose which passive powerup you get and enemies would get the rest you didn't choose - automatically increasing challenge and making some crazy combos. Need to play around with this first.

5. AI is an endless issue and we keep coming back to tweaking it for more enjoyment. It will be improved.

6. Secret or "homeless" breeds are great because we can add new Zooids without having to create environments for them. Either way, more Zooids are coming thanks to new physics.

7. What if you weren't pulled into drops? We would like to keep in-game interactions as grounded to the world as possible, so picking up unlocks as if it was food feels right.

8. That would be great. There are also ideas of showing your "evolution", which enemy layouts you've killed and also keeping overall kill-death count on built-in layouts.

Thank you for all the ideas, it's great to talk about this and get sense of direction we should go with the game. I'm very excited for all the things that could be coming - just so you know, not everything might end up in the game due to how good they look on paper and are hard to implement or are just not fun in reality.

Looking forward to hearing more from you! Thank you for playing.
Reaper 2 Jan, 2022 @ 5:57am 
1. Yes power is fun! I was also thinking of other Zooids neighbor utilities, like making projectiles bigger but slower, or faster and thinner. Could also have multi-shot, angle rotate after a while, giving more projectiles. Not sure how this would look with melee. Maybe curve the "leech" giving the possibility of some crazy designs.

2. I really like having a "set" this is how much nutrition we expect you to get here. This acts both as a guideline for how powerful you want the player to be and how crazy you can go with more bosses in later campaign levels if you choose to add them.

3. No no, my pleasure. I didn't meet a single fight I didn't feel capable of beating. Improvise, adapt, overcome. And I absolutely loved feeling punished for not learning a mechanic, while the mechanic was clear and easy to understand after it was revealed.

4. This sounds absolutely fun, especially when combining it with point 1 and 2. You could also add, survive for X waves or time. I'll gladly play hours of this, also if you need to test it, let me know, I can dedicate time to constructive feedback.

5. Well i didn't mean just the AI itself, more its passive-aggressive behavior. When it fights, it fights well. Chasing is only fun on the levels where you're small. Once you grow to a certain size, it becomes frustrating to turn and chase. Maybe some sort of suction cup Zooid could be introduced to reduce the frustration.

6. Yes. It'd be so cool to find references to other games here. Imagine the surprise when I realize the claw I just equipped has a reference to Cthulhu and somehow I have a mushroom that belongs to Mario.

7. That might work without breaking "immersion", would have to test it first to give you proper feedback on it.

8. Yes please. It actually enhances the death experience, it also could breed some friendly competition in the community.

It was actually refreshing to have a reply from a developer that so obviously cares about their game. Yes, sometimes things can look fun on paper and doesn't work in practice, or vice versa and this just makes it even more important to have good communication.

I'd also love some bigger size Zooids. :P

Thank you so much for taking the time to reply. I love your game, if you filter by playtime very few games I own make it past the 5 hour mark. I now have 22 hours and I'm not planning on stopping anytime soon.
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