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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.
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...
But hey. It's 2024. Expecting the usual person to have a beyond Kindergarten reading comprehension is too much to ask. Isn't it?
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!
Frankly though stuff with unique effects should have unique names too though.
Good luck with your project.
Also I am waiting for a steam key for the new game because I own Bio Prototype.