Thank You for Your Feedback and Suggestions
[hr][/hr][p]Thank you so much for your reviews and feedback on my game.[/p][p]I am reading through every single Steam review and discussion board post.[/p][p][/p][p]I have reviewed and categorized all feedback received as of February 13, 12:00 GMT, and am managing it in my development task list. I am currently prioritizing these items to determine the next steps.[/p][p][/p][p]I am reading the original text of every review multiple times. I am aware of nuances and requests that could not be included in the bullet points below. If you have any further requests, please let me know on the discussion boards.[/p][p][/p]
Development Task List:
[p][/p][h2]1. World Scale & Population[/h2]
- [p]Significantly increase the upper limit for world expansion[/p]
- [p]Significantly increase the maximum population cap[/p]
[h2]2. Food System (Generation, Settings, Appearance)[/h2][h3]Generation Logic[/h3]
- [p]Generate food automatically on the ground, not inside the artifact [/p]
- [p]The automatic food generation system is too simple; please improve it[/p]
- [p]Add conditional spawn settings (e.g., only for a limited period, only during specific times)[/p]
[h3]Adjustment Options[/h3]
- [p]Allow detailed settings for artifact spawn frequency, amount, interval, and density[/p]
- [p]Allow spawn frequency settings for each specific type of food within artifacts[/p]
[h3]Display & Ecology[/h3]
- [p]Allow hiding of food points and range display objects[/p]
- [p]Allow adjustment of food transparency[/p]
- [p]Change the appearance of food based on location (Land/Sea/Sky)[/p]
- [p]Increase food variety (trees, rooted plants, pullable food, climbable large trees, etc.)[/p]
- [p]Give food reproduction cycles and lifespans to add depth to the ecosystem[/p]
- [p]Adjust behavior so individuals don't stop easily at long-range food points, encouraging movement/exploration[/p]
[h2]3. Predators & Carnivorous Evolution[/h2]
- [p]Allow users to create and configure predators, rather than using pre-set ones[/p]
- [p]Add learning functions and detailed options for predators[/p]
- [p]Implement evolutionary changes in diet, such as low-probability mutations from herbivore to carnivore[/p]
- [p]A mechanism where organisms can evolve predation (carnivory) on their own[/p]
- [p]Add ecological roles other than predation, such as parasitic organisms[/p]
[h2]4. Evolution/Learning System (Physics & Experimentation)[/h2]
- [p]Learning results are biased towards "moving to food"; please expand objectives and visualization[/p]
- [p]Improve learning to encourage movements that utilize body characteristics[/p]
- [p]Add learning conditions (e.g., ban grounding specific parts)[/p]
- [p]Improve physics for sea/sky, especially the tendency for flight to become hovering[/p]
- [p]Add pathways to make flying generation/evolution less reliant on luck (e.g., aiming for aerial food)[/p]
- [p]Expand mutation types, evolution variables, and evolutionary pressures (fire/destruction, etc.)[/p]
- [p]The "Charred -> Complete Stop -> Wait for Death" sequence during fire is too harsh[/p]
- [p]Underwater is biased towards swimming; allow for bottom-crawling or amphibious evolution[/p]
- [p]Internal parameters are a bit of a black box; allow users to check "what is strong/weak" and "why that evolution occurred"[/p]
[h2]5. Phylogenetic Tree & Individual Management UI[/h2]
- [p]Keep names/records of named individuals in the tree even after death[/p]
- [p]Do not remove extinct individuals from the evolutionary tree; keep them as history[/p]
- [p]Improve the visibility of extinction indicators (white display) with color coding or marks[/p]
- [p]Allow users to set species names/classification names[/p]
- [p]Allow retention of specific individuals or direct ancestors when recreating the phylogenetic tree[/p]
- [p]Fix the bug where the evolutionary tree angle breaks and becomes unviewable [/p]
[h2]6. Creation, Terrain & Biomes[/h2]
- [p]Implement a mode to create bodies like in "Graffiti Kingdom" (Rakugaki Oukoku)[/p]
- [p]Increase options for adding/editing parts, shapes (polygons, etc.), colors, and body part types[/p]
- [p]Increase the evolution block limit[/p]
- [p]Expand terrain freedom (caves, floating islands, layers)[/p]
- [p]Create environments where terrain-adaptive evolution (e.g., legs for climbing cliffs) is effective[/p]
- [p]Change learning environments from fixed to variable and add a biome creation tool
[/p]
[h2]7. Tempo, Idle Play & Progression[/h2]
- [p]3x speed is insufficient; please implement a faster forward option[/p]
- [p]Allow free speed setting via numerical input or a 0-100 slider[/p]
- [p]Increase the focus and polish as an idle game[/p]
- [p]Improve the progression tempo of upgrades/skill trees to reach the idle stage faster[/p]
- [p]Add uses for excess Creation Points after unlocking everything[/p]
- [p]Shorten training time for Sea/Sky types and add pathways to make determining evolution targets easier[/p]
[h2]8. UI/Controls & Display Adjustments[/h2]
- [p]Allow fine-grained toggling of UI elements (On/Off)[/p]
- [p]Add adjustment options for effects (especially Bloom)[/p]
- [p]Add a feature to toggle the artifact display[/p]
- [p]Add a dedicated key/control for pausing other than Esc [/p]
[h2]9. Mode Expansion, Multiplayer & Combat[/h2]
- [p]Implement a Creative/Free mode that allows changes beyond constraints (with warnings allowed)[/p]
- [p]Add Co-op/Multiplayer modes[/p]
- [p]Add a combat/defense (block) system for self-defense[/p]
[h2]10. Quality Improvements, Localization & Community[/h2]
- [p]Optimize the issue where FPS is low despite low CPU/GPU usage[/p]
- [p]Translate the remaining untranslated Chinese text (approx. 3%)[/p]
[h2]11. Bug Fixes, Late-game Issues & Content Density[/h2]
- [p]Fix the bug where individuals with many blocks get their bodies stuck together and cannot move[/p]
- [p]Fix the occurrence of individuals running out of control at abnormal speeds, or clarify the specification[/p]
- [p]Add mechanisms to improve the surplus of food in the late game (e.g., reverse evolution)[/p]
- [p]Increase the overall content volume and breadth of gameplay
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