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by ramikalai
958 days ago
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I like the concept and I'm a big fan of it being a mental health companion - a bit like that forest app that went viral (sorry cant remember the name). But I do think that the mechanics linking the ant colony and the player's mental health need to be designed in a "healthy" manner. If breath work is what you want to encourage, maybe best to link that to the colony's well-being without ants dying.. Not sure how it would work but just highlighting that it won't scale as the colony will need more and more food than the player is willing to breath through and that might be frustrating/demoralising. All in all, I think there is definitely something here! It's quite mesmerising to watch. Another thing I think can be improved: the controls. There's too many options. Just start with really good defaults and maybe only expose a fast forward slider that's a simple 2x, 5x, 10x time speed up. I hope this helps and well done! |
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Yeah, this is definitely a very blunt MVP. I have some loftier ideas for how to engage the user, but they take a lot more programming, so I just kinda crammed the goals together so I could start showing people and speaking more clearly about the end vision.
I agree that ants the player feels bonded too should not die. I think there's room for having ants of varying sizes, and maybe just the large ones being named, and allow the small ones to be more like fodder. And yeah, I need to figure out what my goal number of ants is for the colony. I'm treating performance like I want to have thousands of ants, but I don't feel like users will be able to bond to more than a handful.
Understood on the controls. I'll work on improving the UX a bit.
Do you think people would accept the "This website wants to know your location?" if I made the lat/long stuff automatic by using geolocation apis? I feel like those inputs add a lot of visual weight, and it's not very clear what the intent is behind them...but the end result of having in-game day/time linked with your IRL day/time I find compelling.