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Mykro: feedback on the look and the first played minutes, plus your bug ideas!

A topic by Sam Palumbo created 6 days ago Views: 85 Replies: 6
Viewing posts 1 to 4
(1 edit) (+3)

Hi all! I'm making Mykro, a small adventure game where you're knee-high to an ant. You play Cordy, a little sprout of a hero alone in a backyard built for giants. There are no weapons: you win bugs over with berries and snares, and they become your friends, your workers and your rides.

▶️ Play in the browser: https://sam-palumbo.itch.io/mykro


It's an early playtest build: one meadow, one anthill, and a day/night cycle. A session of 10–20 minutes is plenty.

What I'd love feedback on:

  1. Does it read as a tiny world? I'm going for a miniature, tabletop-diorama look: a fixed high camera, warm sunlight, soft shading. Does the meadow feel small-and-close, or just like a green field?
  2. The first 10 minutes. Is it clear how to befriend your first ant? Did you know what to do next, or were you wandering? Anything you expected to work that didn't?
  3. The anthill. It's nearly pitch black on purpose, and a firefly is your light. Atmospheric, or just frustrating?

And one for fun: what bug should join the swarm next?

Here's who's in the yard so far:

  • 🐜 Ant: forages, hauls, brews dew and serums
  • 🕷️ Jumping spider: leaps the crack, spins silk lines to cross
  • 🪲 Beetle: charges through clods and stones, spits
  • ✨ Firefly: its glow makes a camp the night can't reach, and lights the anthill
  • 🌘 Wolf spider: the night hunter, fast, with a venomous bite

What bug would you add, and what would its ability be? I'd love to hear it, wild ideas very welcome.

Blunt feedback is very welcome, and so are one-line replies. Thanks for playing!

(+1)

Honestly really loving the game! The diorama aesthetic is so beautiful and completely nails that miniature world vibe. The intro was super engaging and pulled me right in.

For new bugs, a Wasp villain would be awesome! Having a hostile air threat that swoops down to raid your base or attack your swarm would add so much tension, forcing you to set snares or pull your bugs together to fight back.

Really excited to see where you take this project!

(+1)

wow the Wasp enemy is a realy good idea, I'll consider it for development. Thank you for the feedback 🤝

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AI-assisted short opening check from NextGenRunGames: the oversized flowers and shadows beside Cordy give a clear size contrast. I completed the 10 m walk, picked one berry, ate it with Q, then picked four more. The journal’s Berries goal showed 4/5 with four in the pack. Would “Have five berries in the pack” make the requirement clearer than “Pick five berries”? I stopped before befriending an ant, so I haven’t assessed the anthill, night pressure or full opening pacing.

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Thank you for this feedback! yeah the journal sometimes check the mission requirements in a specific order, I'll take a look on that one 

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I ran the web build and played the first minute, up to the "Walk around a little" step (0 of 10 m), so this is only about the opening. The oversized flower and its long cast shadow next to Cordy sell the scale well. One thing I noticed: the key-hint list on the left is dimmed and sits right over the flower stem and leaves, so some of the rows were hard to read against the green. A slightly darker backing panel there might help. On the anthill, "atmospheric or frustrating" usually comes down to whether the player keeps a readable pool of light. A small warm light on Cordy with a soft falloff, plus a faint rim colour on walls and ant paths, keeps the dark feeling dark without losing navigation. For the scale question, a little depth-of-field blur on far foreground grass and a slight vignette often does more than adding objects.

Thanks for taking the time to play the opening! I'm really glad you checked it out and shared your thoughts. I'll definitely work on improving the readability of the key-hint list so it doesn't clash with the background. As for the depth-of-field effect, you can actually enable the blur in the settings menu!