Thank you so much 😭 we worked super hard on the sound design, so I’m really happy to hear it paid off.
0xD21F
Creator of
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Thank you for the lovely feedback. A lot of what you mentioned we had planned (original intent was you’d need to report the weather each day and have a back-and-forth with another operator) but we had to cut a ton due to time, and the lean atmosphere was all that was left. We will be continuing this project beyond the jam though, so I hope you check it out when it’s more feature-complete :D
Thanks for the detailed feedback - a lot of the issues you brought up sadly were stretch goals that we didn’t have time to get to in the end. We’re working towards improvements in those areas (although we can’t update until voting is over!)
I think the primary improvement will be on-hover tooltips for board entities, and more accurately showing connections. Currently the directionality of connections is indicated by the line on the grid, although it’s definitely not clear enough, and has some issues with bi-directional connections that need worked out.
To explain some of those specifically:
- Fertilise 1 = At the end of the turn, turn one nearby tile of Soil to Fertile Soil if the mushroom was activated at least once this turn. (Fertile soil gives any mushroom activated on it a 1.25x multiplier, which carries to following activations so long as it continues chaining)
- Energy Boost: Similar to fertile soil, any chain following an Energy boost n will gain 1 + (.25 * n) multiplier as long as it continues chaining.
- Rapid Fire: This mushroom can activate mush more frequently. All mushrooms have a maximum activation amount (visible number) but they also have a cooldown (not displayed). Rapid Fire means this cooldown is so small it can almost always be activated by an incoming chain, regardless of frequency.
Had a hard time understanding what to do, or how the controls worked, even with the instructions in the description. I kind of got that I can control the probe with clicking, but the things that spawned under my cursor, icons, etc - I couldn’t really parse them, and then at a point, my probe just did its own thing and I couldn’t work out what I could actually do.
The music was great!
My understanding is that the library cosmic_text which the plugin bevy_rich_text3d relies on required we build with the wgpu feature (as opposed to webgl which Firefox does support), and WebGPU is not yet ready in main-line Firefox. Hopefully they finish implementing the spec soon, but I understand they have a much smaller team than other mainstream browsers so it’s taking them quite some time. Once it is implemented though (or if you use the nightly version of FF I think) it should work. We did provide native Windows and Linux builds if you can’t use a browser with WebGPU support.
Cool game! Our submissions have some similar gameplay concepts. I also had issues with loading assets close to the deadline, but related to fonts in bevy_rich_text3d. Assets on the web are often a pain point in Bevy projects in my experience, so you’re not alone there. I think it’s beneficial to build for web early and often with CI/CD on these projects to make sure that your application builds for the web throughout. Nice job on finishing a complete game in a week, it’s quite an achievement.





