The ecology stuff is cool, like eating fruits and scattering seeds. The pixel creatures and the clean HUD look good too. I had a tough time with courtship. My partner kept wandering off before I could... finish. I want to evolve! But overall, cool game.
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One of the very deep games featured a lot on the discord. It sort of blends dwarf fortress with spore and i like it a lot. I think you should punish naively clicking everything a little bit more. (but that might just be my dwarf fortress expectations playing up here) Excited to see where this goes after the jam
I followed the development of this game on Discord. Looks like you implemented a bunch of systems but those are mostly disconnected and don’t feel deeply developed. The controls are unintuitive, there are a bunch of contextual menus that keep changing and are all over the place, too many shortcuts to remember, and simple things like moving to a spot are just annoying since you only register clicks in the visible grid. The options for combat and courtship are shown even when not applicable and the “guided” tutorial doesn’t guide much. Reimplementing Spore as a solo-dev, regardless of how much vibe coding you do, is a big challenge, kudos on attempting it.
Appreciate you giving GenVo a try! The UI and onboarding definitely still need work, no argument there lol. I will say the systems are actually deeply interconnected under the hood, but if that isn't coming across during gameplay, that's something I need to improve. GenVo isn't really meant to recreate Spore, it's more of an autonomous ecosystem and evolution sim where the player is just another creature trying to survive. Still a long way to go, but that's part of the fun of building it. Thanks for the feedback!
Very cool and interesting. Remind me of Spore's creature stage a bit which is also great. Loved the art style, sounds, and guided journey telling me what I needed to do. Can't wait to see where you take this and its further development!
"You aren't the center of the world" really comes through. My Genvo Kinwalker woke up in the mist and rain by the river, I clicked a Woodspire pod plant and liked how the info card explains the trade-off (eating the pods spreads seeds, crushing them stops them growing). While I was heading over to eat, a Bankjaw went for me; it missed the first time, the game told me to face it and Brace, and I still came out of it badly wounded with reduced movement. That one-minute chain of food, a predator and an injury that lingers sold the ecosystem better than any text could. The scent and sound markers and the field guide noting other creatures' bodies are great details.
Such a unique, one-of-a-kind game! I feel like I got to experience a whole new life. Thank you!
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!









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