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Rise of the Mushrooms's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #796 | 3.679 | 3.679 |
Overall | #1549 | 3.107 | 3.107 |
Fun | #1895 | 2.857 | 2.857 |
Originality | #2647 | 2.857 | 2.857 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
As you defeat enemies more spawners for enemies are created, leading up enemies spawning "out of control".
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
Pretty cool game i had fun :)
I got to 11.5 min :D
Fun take on classic top down shooter. Making it isometric was a nice touch, (EDIT: omg I didn't realize you can rotate the camera. That definitely alleviates that problem almost fully, though maybe it'd still be a nice feature to have to make environmental elements transparant!)
butsometimes I felt like the environment would get in the way of the camera (namely the trees). It would be nice if you can't raycast to the player (no LOS) the environment blocking it would be transparent or something. Definitely a lot of polish on this game though making it nicer than many other top down shooters. Presentation was real good. Good job!Thanks for the feedback. And I'd recommend anyone reading this to go checkout Team AI's game, after a few rooms it starts getting into some really good puzzle design.
The take on the theme felt very similar to other wave combat games, didn't end up feeling that different or out of control in that regard. Either way it looks cute and the timing on the shots was a nice touch - congrats on the submission!
it takes a bit to get going. If I could go change one thing it's be the chances to spawn more spawners. It takes around 5-6 minutes to really start getting what I would call "out of control", it gets nearly impossible at the 8-10 minute mark, depending on how you play. You can be surrounded by around 200 enemies consistently at that point and past 15 minutes which I've only made once without exploiting a glitch you can barely see the level.
The game looks really good and feel good too! though the player would get stuck sometimes.
Yeah, the getting stuck is a common issue, and one that I'm aware of, given more time I would have looked farther into figuring out why, something odd about the way Unity physics work, it's a problem I've ran into in the past as well I'd like to figure it out because then I can avoid it in the future as it's rather annoying. It happens when you are holding the direction against a wall specifically. Thanks for the feedback.
Nice job man, the gameplay was quite nice, especially showing where the area of effect the ball is gonna land and kill all of the enemies. it does get quite hectic but i enjoyed it. Nice job!
Thanks for the feedback. The actual kill area of the attack is a bit larger than the shown outline, it was more of a way to show where it'd land and not it's area of effect, if was just after the game was posted that I had a facepalm moment that I should have made the radius of the outline the same as the attack.
oh wow, i didn't know that.
LOVED the presentation. I thought attacking was fun as well - nailing enemies with your spells was satisfying, and I liked the aiming reticle. I think if you were to expand this further, I noticed that you could get stuck on the environment pretty easily, and the camera never felt quite right. Overall though, well done :)
Thanks for the feedback. I am unsure about the cause of the getting stuck on terrain, it only happens when moving towards the wall. I'm using the built in physics of Unity and applying a velocity and the player and world have physics materials with 0 friction, so I'm unsure why it gets stuck, but I agree that it's annoying.
For the camera I'm using Cinemachine, so I have limited control over the rotation of the camera. The camera is much smoother in the standalone executable, because I forgot to multiply the rotation by the frame time, so it's slower on Web and less smooth because the web version runs at a lower framerate. Sorry you didn't like it.
Glad you enjoyed the rest of it though.
Good job! I thought the controls were fairly easy to get to grips with.
Awesome, glad you liked it.
Wow I was really played for 3 minutes before finding out I could move so this review will be split into 2 parts:
Before you get annoyed at me for not reading your description before playing, I did so so that it could test how intuitive your controls are naturally and you did a pretty good job. I literally played for 3 minutes before remembering to check the controls lol.
Thanks for the feedback. A tutorial would have been great, or some on-screen instructions, but in a 48 hour jam I tend to find it difficult to prioritize putting that in than getting the game working.
I tried to use fairly standard controls (WASD+Space is a staple in video games, Q and E for rotation was a bit less obvious but not uncommon, and I figured when moving the mouse the selection outline would guide people towards clicking. Glad you figured it out.
For the bars I tried again using common conventions, blue for energy/mana/etc. and red for life/health, and indication of when you got hit would have gone a good way towards making it clearer.
Yeah the world being detailed makes more sense when you have to navigate it for sure.
It stops being relaxing after like 5-6 minutes of survival when you have to constantly run and jump frantically to avoid being swarmed by a hundred enemies.
The enemy AI is extremely dumb simple, and it gets stuck a lot because of it, it literally just moves towards the player and if it detects an obstacle in that direction it goes straight up until it no longer sees an obstacle in which case it keep moving directly towards the player.
And no, I understand that some people won't read the description, I would have loved to have put more of a tutorial just didn't have much time so everything went into the description, not ideal but still useful.
I laughed at how you described your enemy AI but honestly thats all you need for this kind of game. Yea that was a good call on the colors for the mana and health. Gj tho we made it out of the 48 hours alive lol
Indeed. I wasn't actually sure if I would participate in this Jam until literally 10 minutes before theme announcement.
I had this on my calender for months but forgot to check my calender until the day before lol
Impressive work for a jam game! Would love to see some visual cues for when enemies spawn and when you are taking damage. Also had trouble jumping into walls and getting stuck. But I enjoyed the concept and the art/aesthetic a lot! Some sort of powerups would be a cool way to continue dev if you want.
Yeah, I'm not sure what causes that issue with the getting stuck on walls, I've had it before. I'm just using Unity's built in physics and velocity, so it's as if there's 100% friction when moving towards a wall, even though I assigned a physics material with 0 friction. Yeah, I probably could have created some effect for getting hurt, but for enemies spawning I feel that after a few minutes so many spawn it'd be too much.
Powerups is a neat idea. Maybe increased max health, reduced attack cost or energy regain, larger area of effect, etc, there's good potential there.
I might be able to help with that, actually. Are you using Rigidbodies for motion, and if so, are you modifying the velocity directly, as opposed to using AddForce?
I am indeed using set velocity instead of add force, because add force continues to accelerate, I know there can be a velocity cap on it but I've had major problems with it before, especially with the vertical component when using AddForce. I create a new velocity vector using the y component of the current one, so it's not like I'm overwriting gravity. And the physics materials have no friction (using drag purely for horizontal slowdown), so colliding with a vertical surface shouldn't slow the vertical component of the velocity down, and if it does I'd consider that personally to be a physics bug. I vastly prefer manually modifying the velocity because it gives far more control over the movement. If you wish to discuss more, send me a message on Discord, DreadKyller#6332
Dang it says: Your browser does not support any of the required graphics API for this content.
I think I need to update my brower! Anyway, from the screenshot it looks SUPER CUTE!!! :)
I don't think you need to update it particularly, it might just be which browser you're using, I know some browsers don't work with it for some reason I'm still trying to debug, I tested it with Chrome and it worked fine. But if you can't play it in browser, if you're on a Windows device there's also a Win32 executable download for standalone.
Oh duh! I will check the downloadable ver out now, thanks!
For the audio, our sound designed created most of the sounds during the jam, but the song was an edit of an existing piece of theirs. Even though it's an edit of, it's still derived from, and so I selected No.