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Mycological Warfare's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #66 | 3.905 | 3.905 |
| Theme | #276 | 3.619 | 3.619 |
| Visuals | #304 | 3.762 | 3.762 |
| Gameplay | #441 | 3.000 | 3.000 |
| Enjoyment | #455 | 3.190 | 3.190 |
| Overall | #469 | 3.190 | 3.190 |
| Audio | #1121 | 1.667 | 1.667 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Defend against mites in the strange mycelium world!
What code and assets did you not make from scratch during the jam (if any)?
Colour palette from https://lospec.com/palette-list/divination
How many people worked on the game?1
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Comments
Crazy good idea that just needs a bit more balancing and polish! I'm also curious how you pulled off the spreading fungus effect, are you using some low level data struct for each pixel?
Hey glad you liked it. No low level data struct - my implementation in godot was pretty rough and ready. I used a tile map for the fungus "growth" layer and have an algorithm that tries to grow each network by X pixels per frame (picks a random tile in the network and tries to grow from it either in a polar or branching direction). I then also have an "attack" tile map layer that scans the growth layer tiles directly adjacent to the "road" tiles each frame and checks if a spore bomb tile pattern or plume tile can be created (depending on the contents of the adjacent cell). A lot of room for improvement - a custom low level implementation would more than likely be more performant - but I found the built in tile map helper functions were perfect for this rapid prototype.
Absolutely fascinating idea. I would absolutely play a full version of this when you've had time to balance it etc. Great work.
Watching the mycelium grow is really fun. The way the game is setup right now it heavily incentivizes just placing 1 tower, upgrading it, and then letting it cover the entire map until it's a lag fest vs spreading resources amongst different towers. When the green tower grows too big and reaches the edges it also throws an index out of bounds error. The pink one is fundamentally useless as growing it doesn't seem to do anything useful making it take up space other towers could use. I think there's a good game here it's just some things need to be worked out and balanced.
Hi, thanks for playing and for stress-testing the game! These insights are super valuable and the tests themselves are a useful framework for what I should be testing should I continue to develop the game. Glad you had fun
What an absolutely beautiful game! I really like this interpretation of the theme, it very effectively puts the creation of a 'strange place' into the hands of the player as they play. Our mycological world <3. I don't really play tower defense style games, but I would play this A TON. I can't wait to see you make progress on your to-do list!
I can see this becoming a very addictive game with all your potential upgrades! Visuals are also pretty nice! Love the effects on the growing mycelia
loved it!
I sat down and played this three times through until I started bleeding lives. Super fun even in its unpolished state, something about the fungus spreading across the screen tickles my monkey brain.
Really glad you had fun playing. I would have loved to add a round system but ran out of time unfortunately!
Great concept, and your list of improvements are spot on.
Thank you! Looks like I need to add balance to that list!
This could be quite a cool game with a bit more polishing!
Thanks for playing, I am tempted to continue it and get it into a polished state (and add the features listed in the description).
A promising project.
Thank you!
From a technical perspective, I am blown away by this. Such a cool take on the tower defense genre, and it makes me want to try coding these mycelium. I think the game has some balance issues, but overall is really interesting
The mycelium were a lot of fun to code! Got to use fun things like matrices to determine branching directions without a ton of if/else statements. Glad it brought something fresh to the genre (I have only ever played bloons TD) and fully agree the balance needs some work.
Fascinating! The visual of the growing fungi is intoxicating. I ran out of life no matter what I did, so maybe I didn't do it quite right. What matters is that I had fun!
Very glad you liked the growing fungi (definitely what I spent the most time on and the main element driving this project) and agree that balance needs some work. Biggest thing I've learnt from this game jam is that 90% of the fun comes from testing and tweaking the balance, so I will be spending much longer on that aspect next time!
The art style is beautiful, and adore the idea of being able to control mycelium. Mechanics are fun and easy to understand.
Thank you, I knew I wanted the mycelium to have some visual dynamism to reflect how it's alive - pretty happy with the very simple noise shader I used to achieve this! Wanted to use a glow post processing effect too but ran in to issues with Godot's built in one. Glad you enjoyed playing
Really intriguing concept and art style. I really like the way the networks grow. I found the blue one to be way more effective than the green one. The blue one seemed to do even more damage in a wider area because of how quickly it respawned the bombs. Everything was well implemented.
Great work!
Hey thanks for playing and leaving feedback! Definitely agree with your points about the blue mycelium being stronger, will consider how to encourage the player to use a variety of species if I take the game further, e.g. different enemies or synergistic/symbiotic bonuses.
Cool concept! Though it seems like just putting one blue and green was enough to stop all the enemies. You get currency very slowly, maybe too slowly at the moment to be able to buy new stuff and upgrade. But definitely potential