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Mushroom Quest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
People's Choice Vote | #39 | 3.700 | 3.700 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
David Simon, Tobias Gräfnitz
Engine
Unity
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Comments
I loved this game. It does feel a little limited as far as potential goes, but it was a lot of fun to play through. Everything was really smooth and natural looking. I really wish there was a save system because I accidentally replayed a level and wanted to go back to the level select, but Exit closed the game with no save.
If I were to expand this system I would go the direction of Tower Defense games. Get more allies that constantly attack and are more effective against one type of mob. Add some items that give temporary bonuses to stats or perform a special attack that kills most of the enemies on screen. This could potentially be really popular as a mobile game if you go that route.
I'll play this again once there's a save feature implemented.
Thank you for your feedback!
Sorry for the trouble regarding the missing save feature and the game instantly shutting down when you hit exit. A save system would have been the next thing on the list of things we wanted to implement. But I'm happy to hear you had some fun anyway!
We had a lot of ideas, the map was supposed to be much more complex and there were plans for lootable equipment (even multiple weapon types) ...dream big, right? We didn't consider the more casual mobile route but you're absolutely right, this could actually be a really good base for a mobile game.
So, you managed a decent combat system here, but it seems pretty limited in how far it can go before just getting annoying. The skill tree isn't very interesting either. It seems to encourage just going row by row getting everything. Aside from that I'm not sure why your instruction mention death being part of the game. There isn't anything hard to deal with or punishing.
My play-through ended the second time the end of level flag screwed up. The first time it was premature, resulting in enemies appearing instead on the next level. The second time it didn't trigger at all. I think I was a couple levels after the one that's only got progressively bigger spit bugs.
Thank you for your feedback!
Unfortunately we missed the first 1.5 weeks so we couldn't implement and balance everything as planned. Originally the mushroom was supposed to sit in the middle of the screen, with enemies coming from both left and right. As you can probably imagine, we also had more interesting enemies planned, demanding more interplay between your weapons and shield.
In the same vein, the skill tree isn't nearly finished right now and the map has nothing in common with the one we originally planned (progress was supposed to be much more explorative and procedurally generated) . We simply ran out of time.
You must have been rather lucky with your stats if you had no problem progressing whatsoever at any point. We always had some point at which we couldn't progress without repeating one or two levels. :)