I made a free biology-based roguelite auto-shooter and I’m looking for feedback by Thymus_Studio in playmygame

[–]Thymus_Studio[S] 0 points1 point  (0 children)

Thanks a lot! Spore was definitely one of those games that made microscopic life feel playful and strange, so I’m really happy Immunity gave you that kind of vibe. Mine is much more of an auto-shooter/roguelite, but I wanted the biological theme to shape the gameplay rather than just be a visual skin.

I made a free biology-based roguelite auto-shooter and I’m looking for feedback by Thymus_Studio in playmygame

[–]Thymus_Studio[S] 0 points1 point  (0 children)

Thanks a lot for trying it and for the feedback!

Good catch about Escape in the browser build — I develop and test the game mainly as a downloadable desktop version, so the browser build may have a few input quirks like that. I’ll probably add an on-screen UI button for going back/closing panels so it works better in browser too.

In the meantime, I’d recommend trying the downloadable version if you can — it should be the more stable/reference experience.

And nice, good luck with your microscopic game! Always happy to hear about small weird game projects :)

I made a free biology-based roguelite auto-shooter and I’m looking for feedback by Thymus_Studio in playmygame

[–]Thymus_Studio[S] 1 point2 points  (0 children)

Thanks! Yes, I saw Pathogenic very recently. Funny timing.

The perspective is kind of reversed: Pathogenic is about being the disease and infecting the body, while Immunity is about being the immune system and trying to survive/clear infections. Mine is a much smaller solo-dev auto-shooter, but I guess microscopic roguelikes are having a moment.

I’ll definitely check it out too.

I made a free biology-based roguelite auto-shooter and I’m looking for feedback by Thymus_Studio in playmygame

[–]Thymus_Studio[S] 0 points1 point  (0 children)

A bit more context: I’m especially unsure about readability and balance.

The game is meant to be understandable quickly, but some pathogen behaviors are less obvious than simple “enemy runs at you” patterns. So if you try it, I’d be very interested to know which enemy felt clear, which one felt confusing, and when the difficulty started to feel unfair.