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Reviews for "We're not ants !"

This game is actually a great time killer. I enjoy just sitting down and watching my little workers doing what they need to do. However since your update today they don't seem to be able to pick up food or matter dropped when I went outside and back in, and they are unable to bring anything back to their queen such as matter or food and they end up carrying it around forever and my supply never gets bigger. The shiny things seem to still work oddly enough. Anyway I enjoy this game and I hope it keeps getting fun updates X3

plopix responds:

Yes this is a bug that has been fixed now.

Very likable game. Slow pace, but nice. Workers are pretty dumb though, and seem to not use the trail that well. Then again, they're not ants ;)

The sounds are nice, but could be more engaging. The artwork, whilst having a wholesome style, could do with some polish.

All in all, it is a nice game, and I believe it would do very well when ported to a mobile platform.

plopix responds:

Yes I suck at art. :)

About mobile version, I'm afraid that performances would not be very good on mobile. I'll make some tests.

pretty fun game! and you've been quick on patches. can I make one suggestion? how about a mass release button for the workers for after you've cleared enemies? I have over 100 workers and it becomes tedious.

plopix responds:

Hello. Congrats for your big colony!
I've added a x10 checkbox in 1.55.

i would like to have a option to drag a box to tell them to destroy those block in that are with out double clicking but so far a great game. 4.5/5

plopix responds:

You... Lazy! :D
Some people reported that they got a bit lost at the beginning because of the not-restricted ability to mine so much walls at once, so I don't think I'll implement that in this version.
But it would be handy in a sequel with more buildings, so I keep that for a future version with a different gameplay. I don't really like clickfests either. ;)

I think it's a really cool concept to simulate nature's way to have autonomous drones behave somewhat organized. There might be a lot more potential in that. I actually had good fun playing this. Too bad there's no real ending (yet). ATM it's a proof of concept of a game with real potential.

Here's some possible tweaks:

As the little ones get faster the pheromone tracks work less good, probably because of the growing distance between the stripes they create. The rithm with which they deposit pheromones sometimes causes the last stripes to be too far from the tunnel. Some randomness could fix that.
Maybe the interval or the persistence of the tracks should be raised in relation to their speed, or maybe let the player use a slider to tweak its properties.
Another possibility is to release stronger tracks if the food source is larger.
Another possible addition may be to have the last returning worker pick up and return an invisible "nope" resource while leaving negative / erasing pheromones if no resources were found.

A little bug: Corpses sometimes start to fade before they're harvested. Later on the workers harvest from an invisible corpse.

A more natural feel when exiting a hunting level would be to call all units back to the tunnel. That way no resources are left behind.

I understand the idle game concept of exponentially growing prices & revenue and for the swarm size it makes complete sense, but the growing upgrade prices combined with the enormous amount of food that come from a dead wasp feels a bit forced and results in hours of waiting till the little buggers cleaned everything up.

plopix responds:

Thank you for this very interesting feedback.
About the trails, that is true, I'll change the trail randomness range (or synchronize it with the worker's speed).
I'll see what can be done with all these interesting suggestions, but it will probably be for a sequel, but that will surely help!