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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.

This is a great game. Right up till you get to the final (?) battle. The one with the other squiggly things -- the big one has a gem on it. Man that is an impossible level. My guys die almost immediately even after grinding 70+ health and 70+ venom bite upgrades. There must be a bug as some of my guys just die for no reason on the screen. Otherwise it's a freaking awesome game --- keep working on it!

plopix responds:

To be honest I never thought someone would go that far.
In this level, your enemy's power matches yours, so no matter how much you upgraded, these one will always be challenging. If you upgraded your attack, they will just kill you faster, as they are mimicking you.
The tip is to use the last special skill that will help you create a power gap between you and them.
Thus being said, I'm not telling that the biggest guy is not overpowered. :) So thank you for you feedback, it helps making the game better, I think I'll degrade its attack power a bit.

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!

There is a bug in some browsers where the larve pick up food but don't deliver it to the main green thing. They then go back and pick up more stuff, sometimes ending up carrying many things but never depositing them.

Should you return to the main menu and go back to the game, they will drop their hold anywhere.

I played it in another browser and it worked.

The browser which didn't work, for info, is Chrome.

plopix responds:

Thank you for your report, it was useful for fixing this bug.

In addition to the new bug of not delivering resources, there is also a bug that appears at least with Mozilla. After picking up a resource a ghost resource of either food or matter appear somewhere on screen and float around, likewise if you exit these ghost resources remain on screen as if they were dropped but cannot be touched. Great game otherwise.

plopix responds:

I could not reproduce this bug, but I guess it was a consequence of the other bug. Let me now if you this happens to you again.
Edit: found it! And it was pretty funny: Sometimes workers where stealing the resource icons in the menu and bringing back home.
And as the icons are not bounded to the view it appeared to float while you moved the view.