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gyppygirl2021

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  1. That's a fair point. I just get fed up with having to be super careful about not breeding two animals that share immunity genes, but your idea definitely isn't unreasonable.
  2. The funny thing is that I was actually thinking along the lines of cold sleep, although that would probably only work in cold biomes. I like the sound of this as well!
  3. It seems, to me, that these animals have some limited degree of sentience. Admittedly, this is just speculation based off of observation (and knowing a bit about what the game was inspired by), but I think it's a reasonable enough assumption to make. What are your thoughts?
  4. I think removing it entirely isn't really necessary, even if I do hate it myself. But certainly reducing its frequency would be a nice little plus - it seems ubiquitous, and tends to override other snout genes...
  5. As someone who absolutely loves specimens of animals with different colored eyes, I fully support this idea. I think it should be entirely aesthetic though, but that's just my thoughts!
  6. Props for this idea, it's a great one! Fur textures could have an impact on abilities (like mentioned). Maybe a "coarse" fur that would boost attack and/or have a lesser "spiky body" effect (don't know if it would stack with spiky body though). Thicker fur would give more cold protection, while thin fur would give more heat protection. edit: I didn't read the first reply thoroughly, whoops! Disregard my bit about fur thickness
  7. I was a little worried at the concept of "natural disasters" (as someone who played Sim City a lot growing up, I have... bad experiences with them in games). But the way you've devised it actually sounds pretty great, so I'm in favor of it!
  8. I like this idea! More options are always a plus, and I think the current selection is a little... small? I would also like the option to change all the gems at the same time (separate from individually changing them, of course). It would make things easier if you're going for a specific color pattern, or if you don't need patterns and just want to denote individuals.
  9. Maybe a point system? Like, "basic" genes would cost nothing, but you have limited points to select "improvements" with "better" genes costing more. Also, genes with special requirements wouldn't be usable from the start, i.e. hybrid/prehistoric genes. I also second the idea of being able to "save" a nicheling. I was actually thinking of that idea myself, but wanted to see if anyone else had thought of it first...
  10. Kind of an odd idea I came up with while playing the game, though it's probably not a very good one. Basically: make it so that you can place your animals in "stasis", so that they won't age until you decide to free them from it. However, since this is one of those abilities that might be a bit broken, it needs to be balanced somehow. Balancing ideas include: animals that are in stasis can still be attacked by predators, only a limited number of animals can be in stasis at a time (probably a very small number). Maybe it takes a few turns/days to end stasis? I figure it would be useful for breeding pairs and the like, or if you have a favorite nicheling that isn't very useful but you want to keep it around for show.
  11. Mostly just the concept of the game. I like the design of the nichelings, the ideas presented in story mode (even if I feel like they could be expanded upon a little), breeding for better genetics, etc. What I don't like is the difficulty, and how the RNG can easily mess things up if you aren't careful - but that's for another thread
  12. As of the moment, I use them mainly to mark breeding pairs. Also, when I first get the bearyena genes, I mark anyone who has them so that I don't accidentally interbreed with someone who doesn't (I like making separate "groups" that serve different purposes).
  13. Something entirely separate from the difficulty of individual islands which affects the core mechanics of the game on a save-by-save basis (or, if that's too difficult to work out, just in general). I have three difficulty settings in mind thus far. -Easy: makes things generally easier, reduces issues with genetic sickness (maybe make it so that having the same immunity gene doesn't make your animals sick?), predators aren't as strong, prey is easier to hunt, rogue males appear less often/have better genes, food supplies are more plentiful, cutting grass has a higher chance of dropping nesting material, recessive genes are easier to breed in -Normal: standard Niche, no changes -Hard: makes things generally more difficult, makes it so nichelings are more likely to fall ill, predators are stronger, food is scarcer, more blue birds/babies can be stolen even if they have an adult watching over them? (may be unreasonable, idk) If anyone has any suggestions on this front, feel free to make them. I'm terrible with adjusting difficulty, especially when it comes to higher settings...
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