comments for FEED THE AI
sort: go backI like it. I would consider placing the decision for path (Prot, Rat, Tyrant) earlier, and have that choice unlock the use of Light, Advanced cursor upgrades, or Virus respectively, and disallow them while running the other paths.
developer response: Yeah, maybe I should unlock the Perks earlier. I'm not sure about using them to unlock other abilities, as I want players to be able to change the perks freely as they play, which could be hard to implement. But maybe that's something to think about.
Thanks for the feedback!
Also, addressing the player as "hacker" is such a good idea!
developer response: Thanks!
I already got a feedback like this about Perks. Even I once forgot about the perks while testing xD I already added an exclamation mark indicator on the tab when it gets unlocked, will be there in the next update
developer response: Thanks! :D
1. I hope to see the rational AI path acknowledge that an intelligence trained off human data is going to have human flaws
2. It would be cool if you could circumvent unlocking virus data by spending way more points to progress a different branch of the tree. It feels a little odd to be forced to get it, but I definitely think the game should at least encourage you to and not tell you there is a way to avoid it.
I doubt these are any good, but who knows, maybe that is just my lack of self-confidence speaking.
developer response: Why would it be pointless, cmon :D Thanks!
Good idea with the first one.
To the second: Later on in the game i want to make a tyrant perk that buff virus data and debuff light data, and the other way around with protector perk. Or maybe even disable the virus for protector, and light for Tyrant. So you will be able to pick which one you want to relay on more.
Also, right now skill tree looks like this just for a demo. In the full game virus nodes will be placed in the second tree on the right side, just like light data now. So you wouldn't have to buy it.
At least that's the plan, still something to think about, so thanks for the feedback!
developer response: That's a good idea, maybe I'll add it someday. Or do you think delaying the "continue" button to display after 1-2seconds could be quick fix for that?
You are not the first one to do that, one playtester did the same a few times
developer response: Busted!
developer response: Thanks!
developer response: Thanks!
I was thinking about the dmg boost, but 1/2 damage more wouldn't change much in most cases, that's why i put crit chance there. I'll think about how the perks influence skill tree for the full game, for now i didn't want to exclude some powerups in demo.
So yea, definitely perks and karma system will need some more work and influence in the future.
wishlisted.
if this had any glaring issues, i would have caught them and i'd be pointing them out now. so your demo is in good shape.
developer response: Thanks!
I did not. One zero is missing there lol
developer response: No. Why does it sound like it?
in conclusion, since its a demo i didnt expect much to begin with, and i assume most of this will be improved, but in its current state - the demo is a 3/5 for me, if the finished game doesnt fix any of the issues i pointed out - itll definetly be a 2/5. its definetly a game some people will enjoy, but certainly not my cup of tea right now.
developer response: Thanks so much for the feedback.
I also kind of feel like those upgrades might be too minor, but I’ve never received feedback like this from players before. It was actually even worse in the first demos. I already improved it a bit, but I guess it’s something I still need to work on. I also agree that the late game is a bit too fast right now. Even though I have a lot of experience in most areas of gamedev, balancing is something I’ve never really done before.
As for the vision system, I actually really like it, and as you can see even from the comments here, players seem to enjoy it too. I like how it looks and how it influences the gameplay. I guess it comes down to personal preference.
developer response: Yess, it also kinda pushes the data into groups. And the spawn rate is higher! :D
Really liked the upgrades, the light data was cool, super satisfying in terms of attack speed boost.
Wish there was a way to one-shot all packs as you near the end-game, but I'm assuming that's somewhat in development since the end-game isn't really complete.
I actually liked the vision restriction, it added a little bit of difficulty to what otherwise would have been far too easy.
Really nice job dev(s) :)
developer response: Thanks!
I decided to keep the damage lower so it still makes sense to buy crit upgrades. But maybe I could add one more damage upgrade for the late game, a pretty expensive one.
Right now I’m working on the balance to make the demo last a bit longer, but not too much. I think it’s good practice to keep a demo around the 30 minute range so more people complete it and are left somewhat unsatisfied, which hopefully makes them want to buy the full game lol. The average playtime for demos on Steam is about 20 minutes anyway, so I’m hoping to get a bit above that.
I’m a solo dev :D
developer response: You are no the first one to ask if its AI, so i guess i have to change it. I actually use it to fix spelling mistakes as english is not my first language, but I wrote the description myself. With the dashes and bolded text lol
I feel like we've reached the point where people will look for AI everywhere they can
developer response: Thanks!
developer response: Thanks! I will change the perks to unlock earlier in the next update.
It feels like the branching was implemented in a rush because… it was, lol. I wanted to have this feature ready asap to see what ppl think.
I've been working on the game for about 6 weeks now, and the perks and karma systems were literally made 3 days ago. I promise to make them more polished in the next demo update and in a perfect state for release.
developer response: This happened to me only on mobile. This game doesn't support that.
Are you on mobile?
developer response: Sure, thanks for feedback. No worries :D
developer response: Yeah, I really liked A Game About Feeding a Black Hole, and you can clearly see the inspiration. I wanted to take this idea, which many players enjoyed, and expand on it.
The core of the game is pretty similar, but beyond that, many mechanics are different. There’s a story, and you can influence it. In general, a story is something really unique in this genre, and I want it to be the main selling point. I also think the theme works great for this type of game, since people either hate AI or love it, so in this game, you can choose which way you want to go.
And the game is dark, unlike many games in this genre, which are more “cozy” and “chill.”
Thanks!

















developer response: I'm glad ppl notice and like that. Thanks!