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(+2)

It took me a bit to 'get' what was going on, but I like this idea a lot. It was a really fun surprise moment when the game looped with my new species. abiogenesis really fits both themes very well! With a bit of quality-of-life tweaks, I think this could be an amazing game, and I'm quite impressed at how the game communicated things without text.

thank you! in your opinion, what's the part that could have used some QOL tweaks the most?

  • The opening phase requires a ton of clicking with no meaningful decisions. QoL would be an upgrade or something that lets me auto place or auto upgrade? Or maybe the phase needs another mechanic.
  • Breaking down each phase a bit further with gates to unlock features might help players learn what the different things are actually doing.. for example, in phase 3, I never actually learned what the "white dots" UI on the left did. I just kept clicking things based on what seemed interesting ignoring things that I wasn't able to modify / upgrade.
  • Another (minor) example: clicking on the meteor doesn't appear to do anything, but if the cursor changed or if the meteor followed the cursor, that might help teach what's going on.
(+1)

ooh yes, thank you. I agree with all of that! (clicking on the meteor should in theory change the cursor to a crosshair but maybe it isn't obvious enough)