I feel like if we started with more points the early game would be faster, compensate by awarding less points for leveling up. Some cells need their costs adjusted also in my oppinion. Light cells cost too much as little biomass as they give you. Capacitor and inductive cells seem to have too specific use cases to justify their cost too. On the flip side adding more cell types could balance those things out if they were useful enough.
Ofcourse the game is basically public playtesting and should NEVER be expected as a finished product, for example there was an update today which changed 1. The budding issue 2. Costs of light cells
I feel like the seeker cells shouldn't be a start-game thing, and that the motion style shouldn't be tied to cells like that unless you go all the way. As in, _all_ motion is tied to cells. You need cells to turn, you need cells to move period, and you can be disabled badly by attacks losing the cells. Otherwise, I think the 'turn to face mouse' should just be a game option, and seeker cells stay primarily as what I imagine they were intended for: Controllable missiles or feelers.
Honestly I'm really thankful for the seekers being available off the bat. Because of my disability I have to use an on-screen keyboard and mouse for basically everything, and the most effective way for me to navigate is by binding forward and extend to my default mouse button to simulate mouse movement. I don't think I could play otherwise.
@@internetvoyager8791 Yeah, but my suggestion isn't just getting rid of them, but making that style of control just an option in the game, independent of any cells. Then seeker cells have their actual use as controllable parts, and nothing is lost.
28:00 You need that new "Oscilatting" cell you discovered early on in the video on a long delay, so that the summoner can turn off the breakaway, regenerate while the signal slowly travels through the oscillating circuit, then launch again.
not sure if you knew, but I've noticed that I think jet cells work based off of how many exposed cells they are adjacent to, so you can actually put them sorta inside of your creatures. Sorta like how spikes work, except its not effectiveness that changes with the exposed sides, but thrust direction
I thought the solution would be creating some kind of circuit inside the mini spawner so the signal would travel back and forth spawning fresh drones at intervals. That said the design worked you just were using some really weak drones. Probably would have been better off using spike balls or feeler mines.
the fact my only good build was when i accidently took featherweight with muta poison and then made a ghost build, even the phased spijes could rip the ennemies apart, too bad i died thinking ghost was immuned to explosions
Cell combo is the most busted mutation for sure. If you get electricity combined with any of the activator cells you can make the most nasty things normal builds don't even get close to.
I think one of the easiest things to implement with the most QuL would be to save a base template of your cell layout at the start of a run. It's a bit tedious to always recreate a certain structure you want to go for.
You could try to combine Healthmonitor cells with Growthgate cells: hold space to power Growthgates before the first Breakaways but not touching them, doing this allows it to regenerate self-detaching missiles like the ones you had at 35:00, monitor at the end i guess and you're good??? Smthn like that should work, taking your input but not to directly detach the suckers. so you dont got to press release space rhythmically. comfy lazy salvo mode
Put inflatable cells on one side of something in a line and the other side put muscle cells. One side contracts, the other expands. You can create an articulating, prehensile appendage.
Some of the videos got created out of order. This was the day of the first major update and I was definitely a fair bit worse at the time. I will make sure to be recording some more fresh content today!
So many thing in this game are just completely opaque to a new player, the basic rules of the game need to be explained, let alone some of the more complex stuff. Like how do movement physics work? Fast vs normal cells, does the way you move depend upon where they on your body? If you have symmetrical shape but one side is fast and the other slow, will you drift to one side? Does it matter if they're exposed to the air? And the low-drag cells, do they need to be on the outside for it to matter? Intuitively that would make sense, as drag acts on the exterior, but from my testing I'm not really sure if that's the case. Then there's the induction cells... First of all, that description means nothing to a layman, and the way they work seems almost completely arbitrary. What's interesting about them though is that with a long string of them, they can end up with a NEGATIVE charge, which results in balloons and muscles doing the opposite, ie: contracting and inflating, respectively.
I just double checked my discord link, it is definitely working. I hear vpns have been messing with the links being functional so double check that. As for the next patch I am not sure, but I know Kaliuresis has been working hard on stuff so hopefully very soon!
I feel like if we started with more points the early game would be faster, compensate by awarding less points for leveling up. Some cells need their costs adjusted also in my oppinion. Light cells cost too much as little biomass as they give you. Capacitor and inductive cells seem to have too specific use cases to justify their cost too. On the flip side adding more cell types could balance those things out if they were useful enough.
I'd like a cell that activated when your health was reduced to green.
Ofcourse the game is basically public playtesting and should NEVER be expected as a finished product, for example there was an update today which changed 1. The budding issue 2. Costs of light cells
@cogs_and_gears Im aware it's an early build. Now is the best time to share opinions and ideas.
Just pick the jet cell bro
It's the best cell ever
I feel like the seeker cells shouldn't be a start-game thing, and that the motion style shouldn't be tied to cells like that unless you go all the way. As in, _all_ motion is tied to cells. You need cells to turn, you need cells to move period, and you can be disabled badly by attacks losing the cells.
Otherwise, I think the 'turn to face mouse' should just be a game option, and seeker cells stay primarily as what I imagine they were intended for: Controllable missiles or feelers.
Honestly I'm really thankful for the seekers being available off the bat. Because of my disability I have to use an on-screen keyboard and mouse for basically everything, and the most effective way for me to navigate is by binding forward and extend to my default mouse button to simulate mouse movement. I don't think I could play otherwise.
@@internetvoyager8791
Yeah, but my suggestion isn't just getting rid of them, but making that style of control just an option in the game, independent of any cells.
Then seeker cells have their actual use as controllable parts, and nothing is lost.
28:00 You need that new "Oscilatting" cell you discovered early on in the video on a long delay, so that the summoner can turn off the breakaway, regenerate while the signal slowly travels through the oscillating circuit, then launch again.
0:52 I accidently replaced the jets with inflate cells and made a genital organ summoner. Please help.
not sure if you knew, but I've noticed that I think jet cells work based off of how many exposed cells they are adjacent to, so you can actually put them sorta inside of your creatures.
Sorta like how spikes work, except its not effectiveness that changes with the exposed sides, but thrust direction
I have picked up on this finally yeah, haha. It's definitely tricky balancing the power and control of the jets.
@@AliasGaming0 yeah, I've made a couple cells that get up to insane speeds and just tear through other cells
1:39 "i cast gun, prepare to meet god" ahh cell
i see, a man of culture you are
Too many squidnappers here...
"parry this"
I thought the solution would be creating some kind of circuit inside the mini spawner so the signal would travel back and forth spawning fresh drones at intervals. That said the design worked you just were using some really weak drones. Probably would have been better off using spike balls or feeler mines.
the fact my only good build was when i accidently took featherweight with muta poison and then made a ghost build, even the phased spijes could rip the ennemies apart, too bad i died thinking ghost was immuned to explosions
Oh they're not? Noted!
Your background OST playlist is on point btw, a man of great taste.
You died from the explosion because no armor to stop the shockwave. Without it explosion can damage everything in radius
The editing has been really good for the last few videos!
THE FISH GAME IVE BEEN WAITING FOOOOR!!
I take 100% credit for this video’s creation :^) thanks alias!
why? did you make the game?
Discovered your channel just a few days ago, enjoy the primordialis content, would love to play if it was on xbox
Cell combo is the most busted mutation for sure. If you get electricity combined with any of the activator cells you can make the most nasty things normal builds don't even get close to.
4:25 btw. i still have no clue why you need to inflate
I think one of the easiest things to implement with the most QuL would be to save a base template of your cell layout at the start of a run.
It's a bit tedious to always recreate a certain structure you want to go for.
You could try to combine Healthmonitor cells with Growthgate cells: hold space to power Growthgates before the first Breakaways but not touching them, doing this allows it to regenerate self-detaching missiles like the ones you had at 35:00, monitor at the end i guess and you're good???
Smthn like that should work, taking your input but not to directly detach the suckers. so you dont got to press release space rhythmically. comfy lazy salvo mode
always welcome
I THANK YOU SIR, im on break to let my thing cool down.
32:21 buddy is building a whole organism
Inflatable cells seem to only be good if you make a line of them to make them poke out like a poker
Put inflatable cells on one side of something in a line and the other side put muscle cells. One side contracts, the other expands. You can create an articulating, prehensile appendage.
You can use them to push things down your throat in builds with a stomach
What is the oscillating signal good for? I can’t think of a situation where that would be useful, but you’re clearly excited for it
I normally use it as a timer, but mostly it's because it was new and I wanted to learn exactly its best use cases. It is quite niche.
What that initial song. it pulls on my heart strings, sounds really nice.
Seems like this was recorded quite some time ago?
Some of the videos got created out of order. This was the day of the first major update and I was definitely a fair bit worse at the time. I will make sure to be recording some more fresh content today!
try making a worm build sometime
NEW UPDATE POGGG
You should try making a snake but each part of its body has tiny detachable poison pods
Imagine if you could do mutagenic poison into heart cells, and detatch it in urself to make your other cells hearts
it wouldnt work perfectly i know but the thought is cool lol
Wait until he plays Sipho!
We achieved mytosis!
So many thing in this game are just completely opaque to a new player, the basic rules of the game need to be explained, let alone some of the more complex stuff.
Like how do movement physics work? Fast vs normal cells, does the way you move depend upon where they on your body? If you have symmetrical shape but one side is fast and the other slow, will you drift to one side? Does it matter if they're exposed to the air?
And the low-drag cells, do they need to be on the outside for it to matter? Intuitively that would make sense, as drag acts on the exterior, but from my testing I'm not really sure if that's the case.
Then there's the induction cells... First of all, that description means nothing to a layman, and the way they work seems almost completely arbitrary.
What's interesting about them though is that with a long string of them, they can end up with a NEGATIVE charge, which results in balloons and muscles doing the opposite, ie: contracting and inflating, respectively.
21:37 for the longest time I thought the song was from Jamestown I have no clue why lol
What is the music used in this video? Do you have a playlist for the music you use?
I just started playing this and all I've been able to make a sawblades😅😢 they're effective but not very elaborate.😅
9:58 could you have left through that hole in the wall? lol
8:47 U wot m8
Nier automata music moment
i have 2 questions, first when will the next patch be released, second your discord invite link might be broken
I just double checked my discord link, it is definitely working. I hear vpns have been messing with the links being functional so double check that. As for the next patch I am not sure, but I know Kaliuresis has been working hard on stuff so hopefully very soon!
@@AliasGaming0 yea for some reason the browser blocked the invite, i had to manually put the invite in discord im in now
what is this
primordialis
@@AliasGaming0 is it the demo?
0:04 Somebody tell the game developer to add losable and gainable lives to the game, because 1 life for this type of game is unnecessary hardcore.
That's the point of a roguelike, Perma death is one of the defining characteristics of this genre
@@dylanherrera5395 mario is also Perma death, but on top of that you still have 3 hearts