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capisnu

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A member registered Jun 30, 2025 · View creator page →

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This is my favourite so far! I forgot the name of the game I was playing, so when I was handed a gun in the third level I really thought things had taken a turn! The music and sound design is extremely punchy, works super well for a game like this. I love the visual style and use of colour too. Mechanics felt super smooth too, really appreciated the regular checkpoints for someone like me who sucks at platformers and hates having to replay tricky sections. Hawks started to piss me off a bit though 

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I made a beeline to the treehouse as it was glowing, but spent about a minute trying to get in or climb the ladder. I didn't realise it was a shop until I read the game's description, which slightly defeats the point of the brief. I think this game would really benefit from some tutorialisation, maybe some diagrams, to explain what I was meant to be doing at the start.

The visuals are well-executed and it's clear you're going for a minecraft/terraria inspired look. The music is quite melancholic - I spent my earnings on the second track in the shop thinking it would be a bit more fitting for a dwarf heading down the mines, but it maked me feel more like I was laying a cherished pet to rest. I thought varying the pitch of the sound effect when mining metals was a good touch. I also liked the zoom out to reveal more of the map.

Had fun shooting boxes, but now I have a migraine

Mesmerising audio loop, eerie setting. Movement definitely needs some work as it was pretty nauseating. I did actually quite enjoy zooming round the maze shooting crates while upping my weapon's bullet count, but it became a bit repetitive after passing the second locked gate - probably needed a bit of variation at that point. When I made it to the tower I sprinted into what I thought was a portal but was actually a ghost that killed me :(

Interesting concept, figured out late into my first run that towers need both resources to operate. I think you have the right idea including the bow and cog symbols below the bars, but you could probably make them a fair bit bigger as they are easy to miss. The range of towers seems a bit small as some enemies seemed to just beeline towards the doors and never come into range of them. Overall there are some good visual design choices, e.g. the waggon icon being filled in radially to indicate when the next waggon will spawn is a nice touch.

Thank you, glad I was able to capture that feeling with the visuals as I was definitely stepping outside my comfort zone leading the art on this one (usually I am a programmer)!

Echoing others, but the addition of a jump strength indicator and the trajectory would really improve this. Otherwise loved the idea, visuals and music!

Short and sweet, lovely art style. I like the noise the tongue makes! A reset button when you win or fail could be a useful addition.

Loved the atmosphere of this game, the music definitely fits the feel! I had a fun time trying to please the endless flow of faceless customers. It was really clear from the outset what the objective of the game was.

A few notes I made while playing:

  • For the first few runs, I didn't realise there was a recipe book. I kept getting the chilli and pork ramen and didn't realise that this needed two chillis. I kept putting two pork in and my ungratelful customers were getting annoyed. It might be worth starting the player's first run with the recipe book open (and then show it closing, or let the player close it themself) so that they are aware of its existence as I didn't have a chance to properly investigate the icon in the corner before the carnage began.
  • Something is up with the economy of the game. I had a day where I was very broke and could only afford one pork and two chillis. I had to then skip most customers, but ended up with 9 money despite only selling one bowl and skipping everyone else! The previous day I sold way more but only made 3 money. It seems like the optimal strategy is just to skip every customer.
  • When I started my second run, I skipped buying ingredients and was then forced to do the day without anything. Definitely a mistake I learned not to repeat, so more on me than any design choice!

Overall I really liked this and feel like it could be super clean game with a few minor tweaks!

Just like real 3d rocket league, I sucked but had a lot of fun! Very smooth controls - easy to learn, difficult to master. I got steamrolled by the AI but it felt sufficiently challenging and I feel like if I played enough I would be able to beat it one day. Love the music, suits the feel and visuals of the game really well!

Legend has it the mole was blinded by the shininess of its material's default metallic level

Please excuse the god awful uvs

mole 

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.

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

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Hi, thanks for playing and leaving feedback. I agree that the balance needs some work as at the moment it is extremely difficult to not lose any life while your initial mycelium is growing. Once it has grown it will fare much better, especially once you upgrade it a few times. Unfortunately I did not get round to implementing a round system so eventually you will end up losing as each subsequent mite has more health, but if I continue the project then balance will be a top priority!

Really glad you had fun playing. I would have loved to add a round system but ran out of time unfortunately! 

Thank you! Looks like I need to add balance to that list!

Thanks for playing, I am tempted to continue it and get it into a polished state (and add the features listed in the description).

Thank you!

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.

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! 

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 

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.

A small but very well executed mini game. The flashlight colour mechanic works well to add to the panic as the ghosts approach you!

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Really polished for a week of work! Could definitely see this building into something bigger. The mechanics that are there blend together to make some engaging gameplay, all tied together with the beautiful visuals and fun voice acting. The upgrade tree (skull and cross bones) was great. I would say that I found it a little punishing, especially when dealing with pufferfish I felt a little helpless. Could do with a few more actions for the player when not in direct combat as it did feel like I was waiting around for combat or to get back to the safety of the nearest port sometimes,  but I appreciate time was a constraint! I will be returning to give it another go soon (or following its development if you take it further)!

I think you really hit the theme with this one, the visuals and gameplay definitely tie together well! The puzzles were decent although a little tedious at points.

Hi, thank you so much! This is my first game jam so really appreciate any feedback: https://capisnu.itch.io/mycological-warefare