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(+1)

I see you've worked on it a lot since earlier in the jam! Looks a lot better.

There is just so much information overload right away. I have a LOT of options of what to do each moment. I feel like after a couple hours of learning this could be a really cool game, but it feels like it will be painful to get to that point. My recommendation is to CUT a lot of the intro mechanics. Cut resting, bracing, group travel buttons, start out the genvo creature in a more peaceful area with no predators with maybe 3 potential mates. And then set up a reward cycle so that feeding clearly shows your hunger go down, drinking with thirst, etc.

I know it's a pretty different game, but Everything is Crab would be a great reference for you to see how a tutorial/onboarding process can work. That game makes it really simple at the start and then ramps up the difficulty, yours will just ramp up towards the simulation aspects instead of the roguelite stuff.

Controls-wise it also felt a bit odd because you could use WASD but also click to walk/interact. I feel like maybe you should choose one or the other and stick with it.

Lastly, the UI is very much giving AI which is a turn-off for me but different strokes for different folks.

I think you've got a great potential Spore-like here, just needs major re-working of the introduction!

SUPER HELPFUL! I am still working to improve, and will continue to improve after the jam, this kind of input helps tremendously!