Fun! I think there is a big unsolved UX challenge here with communicating the existing state of the board to the user; I felt like I had to memorize what connected to what to make any sense of it.
I love the 3D grid with the sprites on it! Looks great. I feel like some additional time spent tweaking the PBR-ness of the grid (it's so shiny) would've gone a long way. Maybe the sprites would look better as true billboards? Do the shadows make sense?
Good job!!
Play game
Psychocybin's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #9 | 3.726 | 3.726 |
| Visuals | #10 | 4.000 | 4.000 |
| Audio | #11 | 3.619 | 3.619 |
| Game Design | #12 | 3.667 | 3.667 |
| Execution | #19 | 3.619 | 3.619 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Thanks for the detailed feedback - a lot of the issues you brought up sadly were stretch goals that we didn’t have time to get to in the end. We’re working towards improvements in those areas (although we can’t update until voting is over!)
I think the primary improvement will be on-hover tooltips for board entities, and more accurately showing connections. Currently the directionality of connections is indicated by the line on the grid, although it’s definitely not clear enough, and has some issues with bi-directional connections that need worked out.
Building a bunch of mushrooms gathered together is really satisfying, and seeing one mushroom trigger others takes the happiness to the next level. At the beginning, I thought the start and end squares needed to be linked.
Completed it with some help! Very charming. Once you get the hang of it, it’s very addictive! I also looove the low poly 3D artstyle and the little visual novel segments. Though I did ship the two main characters and hoped they would become friends at the end lol
The descriptions on the mushrooms are unfortunately very puzzling. Something like a keyword dictionary would have been great. Nothing fancy, maybe just explaining all keywords (like “fertilize”) in the itch description could be enough :)
Also, I believe the “destroy” mushrooms may be a bit overpowered. I was able to get half of the level’s spores by repeatedly triggering the skull cap with new cannon fodder I threw at it with little strategy.
But these kinks are not game-breaking at all! Overall, a very charming little game that was obviously made with great care and love. Thanks again for being patient with me and explaining how the game worked over Discord!
It looks and sounds really neat, but I was too much of a dumdum to understand it the rules enough to actually play :D
So I’ll skip voting this. Maybe I’ll come back later and then it will click!
Edit: with some friendly help, I was able to complete the game! Writing a new review now :)
My understanding is that the library cosmic_text which the plugin bevy_rich_text3d relies on required we build with the wgpu feature (as opposed to webgl which Firefox does support), and WebGPU is not yet ready in main-line Firefox. Hopefully they finish implementing the spec soon, but I understand they have a much smaller team than other mainstream browsers so it’s taking them quite some time. Once it is implemented though (or if you use the nightly version of FF I think) it should work. We did provide native Windows and Linux builds if you can’t use a browser with WebGPU support.
Great game! Interesting mechanics, and I loved the back and forth between Agaricus and Andreaea, the writing is fantastic. It can be difficult to remember what each mushroom does once you’ve placed them, it would be nice if you could hover over them to see their info, and I am still not 100% sure what some of the keywords do even after completing the game (e.g. fertilise, energy boost, rapid fire). I’m also unsure if this is intended, but the “mumbling truffle” (and perhaps others) grow slightly after each activation, leading to the glorious fungi shown below:

tooltips were a planned feature but we didn't get them in. Explaining the keywords was the same unfortunately, but would definitely add explainers in the future. Nor did we squash that particular graphical bug, but we also found it so funny that we weren't mad about it. Thanks so much for all the kind words!
To explain some of those specifically:
- Fertilise 1 = At the end of the turn, turn one nearby tile of Soil to Fertile Soil if the mushroom was activated at least once this turn. (Fertile soil gives any mushroom activated on it a 1.25x multiplier, which carries to following activations so long as it continues chaining)
- Energy Boost: Similar to fertile soil, any chain following an Energy boost n will gain 1 + (.25 * n) multiplier as long as it continues chaining.
- Rapid Fire: This mushroom can activate mush more frequently. All mushrooms have a maximum activation amount (visible number) but they also have a cooldown (not displayed). Rapid Fire means this cooldown is so small it can almost always be activated by an incoming chain, regardless of frequency.
I can see how close our games are =).. but production value is on your side !
i hit an issue running it from firefox (using wgpu by any chance?)
panicked at /home/runner/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/bevy_render-0.16.1/src/lib.rs:350:42: Failed to create wgpu surface: CreateSurfaceError { inner: Hal(FailedToCreateSurfaceForAnyBackend({})) }
Thankfully works on chrome though!
Props to you and your team for a well rounded experience.
This fit the theme nicely, and i love the music/sound. The artwork is really cool as well blending 2d/3d and pixel art with the nice backgrounds






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