The game is quite boring in my opinion. The enemies spawn too far away and the feeling of flow is lost. It was possible to make an animation for them to appear, but make it closer, and to improve the main mushroom add an improvement to its basic attack, for example, a shot not with one projectile but with several. I noticed that you worked with the navigation of the enemies and this is commendable. The music on the level is pleasant, but the sprites are poorly made. The size of the pixels is different and this spoils the feeling. Thanks for the mushrooms and your work.
Viewing post in Mycosizer: Jam Edition jam comments
I'm the programmer. This is probably the best feedback we'll ever see. About the multi-projectile thing, yeah, you're absolutely right. We had no ideas for how to make the big guy's projectiles unique except for just making them bigger and manual-fire. The navigation I can't really take credit for, I'll admit, it's just some A* Unity package I installed and let the artist mark the wall collisions. The art was absolutely a result of our lack of time management as 2x'ing the background, for example, was one decision we made for time; after Yeofoxeon had worked with the isolated tilemap without foreground context. Most of it came down to us thinking the simple idea was actually finished, and realizing too late that some things really needed the playtesting we didn't have (e.g. sloppy combination control and map visibility).