Some things I wanted to point out with recent playthroughs:
- There are some pretty gamey and abstract mechanics we have that we might want to consider nipping for presentation. For example, the free glucose cloud spawning right after you spawn is somewhat unfitting (and pretty unreliable anyways if you spawn near a current; we can default to restoring to initial amounts if balancing is a concern). Also would benefit looking into resetting the game scene after exiting the editor, as it’s odd to imply that after millions of years, things look the same (keeping ingested organisms, exact same scene around you, etc.)
- Not sure if this is related to the game scene not resetting, but I have seen multiple instances of the editor saying it was only me and another species, only to see multiple species upon exiting the editor.
- Immunology beyond just the membranes is sorely needed. Attaching some sort of specific toxin-buffering to the lysosome is a good way to deal with this.
- In balancing the mucocyst, we want the “initiate shield” ability to take a big chunk of mucilage and then start draining instead of just having the drain-rate only. This prevents spam, and makes it a more high-cost thing to do.
On the last one, I don’t want to turn this thread into too much of an item-by-item balancing thread, since I can tweak many things myself. But that’s something I can’t do myself, so I wanted to bring it up for attention.
NOTE: Mucocyst bulletpoint has been taken care of by contributor 0HyperCube on Github: Mucocyst activation cost by 0HyperCube · Pull Request #6174 · Revolutionary-Games/Thrive · GitHub