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Hypha's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme: Does the gameplay/story fit the chosen theme? | #1 | 4.500 | 4.500 |
| Originality: Does the game have unique mechanics or design? | #1 | 4.375 | 4.375 |
| Overall | #1 | 3.775 | 3.775 |
| Replayability: Would you play the game again? | #3 | 3.375 | 3.375 |
| Fun: Does the game bring you joy? | #6 | 3.125 | 3.125 |
| Graphics: Does the game look good or unique? | #6 | 3.500 | 3.500 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game interpret the theme?
You're kind of a little fungus taking root in an environment. That's the story mode, at least.
Which Haxe game engine or framework did you use?
HeapsIO
Link to source code (GitHub/GitLab/Gitea/BitBucket)
https://github.com/ThatCreeper/Latticed
I confirm that my game was written in the Haxe programming language
Yes
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Comments
This game reminded me of my wife
please expound
well ex-wif
she left me for her childhood friend René, an ornithologist, and now they travel the world together studying the migration pattern of russian finches while I'm forced to live in my parent basement playing itch games
The intro part felt very cinematic! I like how you showed where the title came from, and the creepy music set the tone. It's a cool idea to play as a fungus and the controls felt good, but even after following along the tutorial I wasn't really able to figure out how to get more nutrients or what the goals were. I was going through it quickly, though, so it could be my fault for missing it. The mechanic has a lot of potential and I think the idea could be expanded more!
What a cool and unique idea!
I love all the different directions you tried taking it in too: resource management, a painting tool, and a rhythm game.
But ultimately I was really wow'ed by your concept of maximizing your connections while minimizing your footprint, so to speak. It naturally lead to some really organic structures, which was really cool to see.
I played around with cellular automata that had similar rules (on a grid), and it was one of my favorite generative projects simply because of how strangely natural it looks, so I KNOW you have something here that could be fascinating.
Here's a suggestion: with every turn, the oldest parts of the roots could become rigid, so the player cannot build upon them. That way, the player has to carefully build up the root's foundations (but not too much!) before moving closer to the next nutrient/goal. It's a balance between structure and progress.
TBH I really enjoyed the challenge of the rhythm game, the sudden increase in energy was exciting haha - I love when moody stuff gets funky haha! It just is funny how it throws you into it out of nowhere.
Lot of cool ideas here, a love jam entry!
I think that a solidification mechanic could work! Maybe with a dehydration mechanic where you need water, and then the older nodes can "dry out" if you don't have enough, which kind of puts it in line with the whole fungus metaphor. Glad you enjoyed the game!
The rules were hard to figure out, but the fungus mechanic is real unique and fun to play with. You were able to fit a lot of content in a jam game!
Thank you so much! There's definitely agree that there could be more tutorialization of the mechanics.