Bioweaver

Bioweaver

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Nowhere near as fun as the first game sadly
First game allowed for WAY more powerful and silly builds due to a variety of reasons, this one was a bit of a letdown in comparison.
Because the game is basically just a series of DPS-Gates as well, it means that a lot of the organs are sort of worthless.
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Showing 1-15 of 24 comments
ProMise  [developer] Dec 6, 2024 @ 5:26am 
I'm sorry to disappoint you. According to the stats, the game loop of the previous game wasn't really ideal, with just 60% of players completing difficulty one, and most of them never opening the game again after difficulty two was completed. I've observed on many players' live stream channels that the excessively long gameplay time for a single game gives players a lot of negative feedback after failing, in addition, the game's complex mechanics was too difficult for them to understand.
The reason for adopting the current step-by-step levels is to allow more players who have never played the series to better understand the function of each organ and try various combinations in the game. Maybe this slow pace will annoy you, and we apologize for that. But if we don't try to expand the number of potential users, we'll surely go out of business, because the previous game didn't actually make a profit. You can think of these designs as the dying struggles of a small studio.
We know a lot of people who have played the previous game have similar complaints, but so far it does look better than the previous game in terms of average playtime, achievement completion, and other stats.
ThatZenoGuy Dec 6, 2024 @ 5:32am 
Originally posted by ProMise:
I'm sorry to disappoint you. According to the stats, the game loop of the previous game wasn't really ideal, with just 60% of players completing difficulty one, and most of them never opening the game again after difficulty two was completed. I've observed on many players' live stream channels that the excessively long gameplay time for a single game gives players a lot of negative feedback after failing, in addition, the game's complex mechanics was too difficult for them to understand.
The reason for adopting the current step-by-step levels is to allow more players who have never played the series to better understand the function of each organ and try various combinations in the game. Maybe this slow pace will annoy you, and we apologize for that. But if we don't try to expand the number of potential users, we'll surely go out of business, because the previous game didn't actually make a profit. You can think of these designs as the dying struggles of a small studio.
We know a lot of people who have played the previous game have similar complaints, but so far it does look better than the previous game in terms of average playtime, achievement completion, and other stats.
I still enjoyed it, after all I have beaten BioWeaver.

But there's a LOT of missing organs from Bioprototype that would've helped to make better or more fun builds.
The diablo-esque loot system is also nowhere near as fun, it's more time consuming for the same result.
Also making organs cost more than one brain-slot also ruins a lot of builds.

Seeing as you made the game you already know that key to the Bio-series of games is multiplication.

2 projectiles making 2 more making 2 more, is more DPS than a single organ that makes 4 projectiles, and so on.

Bio Prototype had HEAPS of various RNG organs that fired varying numbers of projectiles. This game? A handful! And of which, most cost extra brain slots when firing more than one...
ThatZenoGuy Dec 6, 2024 @ 5:34am 
Also really saddened to hear that the endless normie masses struggled with the first game's mechanics. I personally thought they were rather simple and easy to understand once you actually like...Read what stuff does.

But hey. It's 2024. Expecting the usual person to have a beyond Kindergarten reading comprehension is too much to ask. Isn't it?
ProMise  [developer] Dec 6, 2024 @ 5:44am 
Originally posted by ThatZenoGuy:
Originally posted by ProMise:
I'm sorry to disappoint you. According to the stats, the game loop of the previous game wasn't really ideal, with just 60% of players completing difficulty one, and most of them never opening the game again after difficulty two was completed. I've observed on many players' live stream channels that the excessively long gameplay time for a single game gives players a lot of negative feedback after failing, in addition, the game's complex mechanics was too difficult for them to understand.
The reason for adopting the current step-by-step levels is to allow more players who have never played the series to better understand the function of each organ and try various combinations in the game. Maybe this slow pace will annoy you, and we apologize for that. But if we don't try to expand the number of potential users, we'll surely go out of business, because the previous game didn't actually make a profit. You can think of these designs as the dying struggles of a small studio.
We know a lot of people who have played the previous game have similar complaints, but so far it does look better than the previous game in terms of average playtime, achievement completion, and other stats.
I still enjoyed it, after all I have beaten BioWeaver.

But there's a LOT of missing organs from Bioprototype that would've helped to make better or more fun builds.
The diablo-esque loot system is also nowhere near as fun, it's more time consuming for the same result.
Also making organs cost more than one brain-slot also ruins a lot of builds.

Seeing as you made the game you already know that key to the Bio-series of games is multiplication.

2 projectiles making 2 more making 2 more, is more DPS than a single organ that makes 4 projectiles, and so on.

Bio Prototype had HEAPS of various RNG organs that fired varying numbers of projectiles. This game? A handful! And of which, most cost extra brain slots when firing more than one...
The number of organs is tripled in Bioweaver. Instead of reducing the number of organs, we have organized the functionally similar ones into a replica form. Each organ that can be acquired in the game has 1-4 replicas, which have very different functions as the original one.
ThatZenoGuy Dec 6, 2024 @ 5:49am 
Originally posted by ProMise:
The number of organs is tripled in Bioweaver. Instead of reducing the number of organs, we have organized the functionally similar ones into a replica form. Each organ that can be acquired in the game has 1-4 replicas, which have very different functions as the original one.
You'll have to excuse me, but that doesn't really count. BioWeaver demonstrably has far less organ types.

If Bio Prototype could be described as "Brick, Orange, fish, dirt", Bio Weaver is "Red Brick, Blue Brick, Green Brick". If that makes sense.

I mean where's the swordfish organ!? Hmm!
ProMise  [developer] Dec 6, 2024 @ 5:54am 
Originally posted by ThatZenoGuy:
Also really saddened to hear that the endless normie masses struggled with the first game's mechanics. I personally thought they were rather simple and easy to understand once you actually like...Read what stuff does.

But hey. It's 2024. Expecting the usual person to have a beyond Kindergarten reading comprehension is too much to ask. Isn't it?
This one is the norm. I also used to think that the mechanics of our games were so simple that didn't require much guidance but to read the text descriptions of the organs to know how to play the game. However, the truth was that I might have been too arrogant. I even got very angry when I watched players live stream where they complained about the game was too difficult after missing some seemingly very simple combos. It's really hard to make a game that everyone understands and can play over and over again, so maybe I'm just not capable enough to create more fun stuff.
ProMise  [developer] Dec 6, 2024 @ 5:55am 
Originally posted by ThatZenoGuy:
Originally posted by ProMise:
The number of organs is tripled in Bioweaver. Instead of reducing the number of organs, we have organized the functionally similar ones into a replica form. Each organ that can be acquired in the game has 1-4 replicas, which have very different functions as the original one.
You'll have to excuse me, but that doesn't really count. BioWeaver demonstrably has far less organ types.

If Bio Prototype could be described as "Brick, Orange, fish, dirt", Bio Weaver is "Red Brick, Blue Brick, Green Brick". If that makes sense.

I mean where's the swordfish organ!? Hmm!
I'm very sure that all the organs in the previous game could be crafted with the new mutation system. And you can also create something different.
ThatZenoGuy Dec 6, 2024 @ 5:56am 
Originally posted by ProMise:
I'm very sure that all the organs in the previous game could be crafted with the new mutation system. And you can also create something different.
We could play a fun game of 'List an organ!', and go back and forth. But we both know which game would run out sooner of unique organ types. <;3
ProMise  [developer] Dec 6, 2024 @ 6:03am 
It also inspired me from chatting with you. Maybe the game does need a list of replica organs so players who like making builds can know what's new in this game and how to farm it.
ThatZenoGuy Dec 6, 2024 @ 6:06am 
Originally posted by ProMise:
It also inspired me from chatting with you. Maybe the game does need a list of replica organs so players who like making builds can know what's new in this game and how to farm it.
A 'bestiary' of all organs and their variants would be neato.
Frankly though stuff with unique effects should have unique names too though.
ProMise  [developer] Dec 6, 2024 @ 6:10am 
Originally posted by ThatZenoGuy:
Originally posted by ProMise:
It also inspired me from chatting with you. Maybe the game does need a list of replica organs so players who like making builds can know what's new in this game and how to farm it.
A 'bestiary' of all organs and their variants would be neato.
Frankly though stuff with unique effects should have unique names too though.
That's a problem with the development funds. We could not afford an other designer of art. But I have already posted the icon improvement on the dashboard. Hope it could be completed one day.
ThatZenoGuy Dec 6, 2024 @ 6:11am 
Originally posted by ProMise:
Originally posted by ThatZenoGuy:
A 'bestiary' of all organs and their variants would be neato.
Frankly though stuff with unique effects should have unique names too though.
That's a problem with the development funds. We could not afford an other designer of art. But I have already posted the icon improvement on the dashboard. Hope it could be completed one day.
Are you guys unable to re-use assets from Bio Prototype or something, due to legal reasons?
ProMise  [developer] Dec 6, 2024 @ 6:26am 
Originally posted by ThatZenoGuy:
Originally posted by ProMise:
That's a problem with the development funds. We could not afford an other designer of art. But I have already posted the icon improvement on the dashboard. Hope it could be completed one day.
Are you guys unable to re-use assets from Bio Prototype or something, due to legal reasons?
Because there are three times as many organs available. So even using icons from previous games is not enough
ThatZenoGuy Dec 6, 2024 @ 6:28am 
Originally posted by ProMise:
Originally posted by ThatZenoGuy:
Are you guys unable to re-use assets from Bio Prototype or something, due to legal reasons?
Because there are three times as many organs available. So even using icons from previous games is not enough
Oh boy we're discussing in circles...

Good luck with your project.

Also I am waiting for a steam key for the new game because I own Bio Prototype.
ProMise  [developer] Dec 6, 2024 @ 6:40am 
Originally posted by ThatZenoGuy:
Originally posted by ProMise:
Because there are three times as many organs available. So even using icons from previous games is not enough
Oh boy we're discussing in circles...

Good luck with your project.

Also I am waiting for a steam key for the new game because I own Bio Prototype.
We've reached the steam application limit for the keys we've sent out. So a new batch of keys may take a bit longer as it requires the game to hit a certain sales level to apply for more.
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