This is very helpful, as I'd like to make a 'crab alternate start' game mode eventually. I never considered the candles 'trimming' teno-nemones, and I'll keep the crab bone situation in mind
whatdog
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The rocky ground/caves/falling dirt system partly exists to give the map some 'shape', as I found some early colonies looked really dull and lifeless when fully built out. BUT critically it also reduces the potential population of each map, as you can't turn all those caves into food supply, which is a bit of a hacky way to 'optimise' the game.
I am currently planning on making a game mode where you start with crabs, though, and the map shape is inverted with a cave in the centre. (This is part of the reason I want crabs to be as fleshed out as possible)
Glad you're enjoying it, thanks for playing!
I like the idea of catching each new behaviour individually, but in practice I think it might become quite tedious as there are many very short actions, trying to catch them at the right time would get quite annoying, I think.
I will think about more social behaviours - they are relatively difficult to make (partly my fault wrt code), but they add a lot to the feel of things.
I would also like a stats page, its on the to-do list, although most other things will come first.
For the pop-ups, do you mean a display like the 'Creature #: / Age: / etc' menu, but for stationary variants? I can certainly think about that. Those creatures are actually 'items', code-wise, like meat/hearts/rain, but its definitely doable.
Teno-nemones are honestly a mess, depending on how I tune them they either die instantly or take over the whole map. I will see if I can stabilise them somehow.
Thanks for the feedback :)
What do you mean specifically about the save being broken? I will try to recreate the moss wall and reload it a bunch.
I will look into money resetting, though it seems to work for me. I can definitely fix the candle build progress and flame sprite offset, though. Thanks for the feedback, and for playing
I can definitely increase inidividuality within the same variant, I have some ideas for this.
Religion, community hubs, and funerals are very much things I would like to do. 'Crab Religion' has been on the list for a while lol.
I will think about inducing different behaviour in them, like a placeable item which is scary/repellant to all except one variant, for example. Cool idea.
Thanks for playing, and all the feedback! I love the jellyfish too :)

Just played, here are some stream-of-consciousness impressions while playing. I get that this was made in 2 weeks, but I'm going to tell you everything I like, or see issue with, just so you are aware of it.
NOTES:
Zooming out to see the skill tree constellations is a great moment, love it.
Not clear immediately I could dig tiles manually. And clicking them with left click dragged the map sometimes, which didn't feel great. I assume you're trying to make it mobile compatible, but an extra right-click keybind to mine for PC might fix this little issue without breaking anything
Would be cool to have a 'digging' animation, even if its just Godot's AnimationPlayer shifting position slightly, for now.
Would be good to have different visuals for ants that aren't purely colour-based - could be their head shapes, as I was initially unclear what the ant type population icons were meant to be on the sidebar.
I was going to type that I think digging sfx would be nice, but upon closer observation they do seem to exist, but only play sometimes - seems to be finnicky falloff range?
Wasn't sure what the 'gained money' sfx was from initially - the text popup disappears quite slowly, and also isn't visible when zoomed out.
Combining ants feels very good, actually. Just got the Blaster, sick.
Visuals feel a little incongruent. The little market hut feels odd sitting on top of nothing. The very anti-aliased sun feels weird compared to everything else, The (very nice) landscape doesn't feel like it fits with the ants, terrain, or UI.
Not immediately clear where I get talent points, I assume its from the 'prestige +1 meta' panel in bottom left, but the words don't match up, so not sure.
I think I found an exploit >:). Clicking home, then clicking play, will return me to the same upgrades, same ants (now not carrying anything), same time of day, but a fresh map. This lets me farm the top of the map repeatedly. It seems that more rare resources are found at the bottom (?), so I'm not sure if this is even worth it, numbers-wise, but it was cool to find, and I used it several times.
Yeah this is nice. You got me, I don't want to stop playing lol.
Just unlocked prestige and first talent point, picked the fungus one. Don't remember the prestige I picked, and I can't seem to find a menu to check. From reading the description, I was not expecting to lose upgrades, oh well. I also think the prestige and talent point sfx don't appear to adjusted by volume settings.
Movespeed penalty from carrying ores might be a little much, starting with one ant at $0 feels a little slow. Sent a screenshot of what the end of my day 1 looked like after prestiging (with no clicks from me) - felt far less developed than it should be.

I used the home-restart trick in day 2, and found that the fungal network persisted, and noticed they were now dragging ores up to the hub - cool?
Ok I read the itchio page. text is really not readable with the colour, and I'm only finding out from the comments that I can drag resources. I'm honestly a little bummed finding out you use AI for (some) coding, but whatever.
I need to stop playing for now, I had a really good time. Definitely something promising here with only 2 weeks of work on it. The prestige/talent point progression does feel very slow, I know its an idle game but still. May be worth speeding up the first few prestiges, at least. I also think you need a real name for the game!
(I found the keybind for toggling devmode by accident while fumbling for my screenshot keybind lol)
Having to acquire the resources via creature behaviour could create a cool loop of acquisition > spending > use, but it would end up being a very different game, I think, both mechanically and thematically.
I will think about it though, as I do want more placeable items, and I do want them to do more things, and more interesting things.
Thanks for playing, and the feedback! o7
There will be saving eventually, but it will probably be at the point where the game is 'done', as I want to focus on making it good first. Your antivirus protecting you from the exe is on your end, fairly common (for better or worse), there should be a way to allow the application somehow. Thanks for playing
You are right about the current observation system, it's not great. There needs to be a better system for learning/observing/confirming information, I'm not working on it this week, but it is definitely on my mind.
Next update WILL have new cursor item placement icons to hint that there's a combination of item + tile you haven't seen before, which I hope helps a little, as I'd like to add more things like the jellyfish (would suck if you never find them).
I'm also going to be making the golden rod much cheaper, partly as an easier way to 'undo' frustrating item placements.
I appreciate all the feedback, thanks for playing o7
I really appreciate the shrimp video, thank you.
I don't know if I can avoid abominations exploding in inconvenient places generally, but they are definitely bugged somehow, as they will explode immediately on spawning sometimes, if their 'Find Remote Location' check fails. I will have another look at it.
At the moment there is such an abundance of coal it hasn't been necessary to make roots indestructible, but it probably will be further down the line.
Clay is renewable via creatures vomiting dirt, but it becomes very slow, and I do plan to add a new source for it. I will also want to add a new sink for clay, so the entire map doesn't fill with roads.
I will be making roads destructible, but it won't be in tomorrow's update, specifically.
Thanks for all the feedback o7
Gotcha, I can think about some kind of paintbrush style of placement with touchscreen controls.
While cold, they have a high chance to shiver, which is an 'unproductive' action, and effectively wastes time. So keeping them warm makes them more efficient. Speed boosts are from mushroom spores and roads/terrain, currently.
Do you mind me asking what kind of phone you're using? Would be very helpful to know the hardware that ~100 population is a soft limit for, as optimisation is still a general problem. Thanks


