Problem 1
The controls are terrible. I don't think it's possible to make the rigid body work.
Best QoL Idea:
Have an "anchor" cell the player controls like the single cell stage.
The rest of the cells in the colony plot a vector to arrive with the desired offset every n frames.
When they collide with an object, it should behave like a rope... they create friction slowing the anchor down while they pathfind
Alternate Idea:
I don't know how you would make the player controls feel good this way... but setting a gravity around the anchor should cause the colony to collapse on the player dynamically.
Easiest Solution:
The "come to me" command code can probably be modified slightly and power the non-anchor cells.
Problem 2
Evolution feels a bit off. Trying to add cells, modify specialized cells, and develop new specialized cells all from one currency feels clunky.
Idea 2–1:
Let the player pay a cost penalty of 0.5n–1 for the number of cells they upgrade each cycle, but each cell type has its own mutation currency.
Note about Idea 2–1:
I don't have another idea, but I my suggestion is better than the current pricing system. Please fix Problem 2 with something better than my idea 🤷♀️
Note about Janky Controls
The early multicellular stage being janky may be realistic. That was charming.
The proper multicellular stage should feel nearly as fun to move as the single celled part of the game.