comments for Shark Game: New Frontiers
sort: go backdeveloper response: Yeah. It's not easy to summarize it all, but these three are the most significant, overarching kinds of changes:
- Gave each world a unique story, mechanics, animals, and upgrade tree, as opposed to the original game's worlds, which generally had either just multipliers or a single unique mechanic.
- Scrapped and replaced nearly the entire prestige system, adding a visual upgrade tree and rewards for beating worlds more quickly than intended.
- Greatly improved the UI everywhere, including the addition of tooltips, grotto multiplier breakdown, the log on the right side, lots and lots of new art, and much, much more.
The new update, Turbulence world, is a bit disappointing. It's only difference from very beginning of the game, as far as I can tell, is another fish to gather fish (which we had in dolphins, but dolphins had their own tech), charts (which, okay, that was neat how you get 1 map), and storm (which disappears after 1 research without any repercussion). Maybe make it so that there is limited space for sharks and other producers, so you have to look for other caves or build shelter. And if you have more producers than you can support, the storm starts blowing them all away, including breeders, until you aren't overcrowded? Because otherwise it plays a lot like the other worlds, especially with the whole "sacrifice a resource you produce faster than science for science" and there isn't even an alternative use for it.
Still love the game. Will probably reset completely and beat the game again.
developer response: Thank you for the feedback, and I'm glad you're enjoying the game! Tempestuous originally had some other ideas involving the storm (e.g. explorers get blown away slowly over time) but I ended up scrapping them early on because I found them annoying. I decided only to put it at the start for that reason. Your idea is great, though. There's a concept for another world which uses a similar mechanic.
In the end, Tempestuous was always meant to be a bit more vanilla than the other worlds. It also went through a lot of reworks, so finding a good design was hard. When I landed on a good one, it stuck. Maybe some day I'll go back and tweak it, though.
5/5, shorks++
- Sharkula
Good game, having planets where your resources decrease effectiveness over time is a fun challenge. Is there any development being done/planned for making new planets or artwork?
developer response: Current endgame looks like using your knowledge of each world to devise strategies to beat them faster. The faster you beat them, the more essence you get. More essence means more upgrades means faster times.
Also, there are plans for ways to add more worlds to explore in the future.


















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