Super fun, probably my favorite from the jam. We took a slightly similar approach with expanding range of a forest, but I love the direction you took yours. Everything was super clear and satisfying. I especially love how easy it was to check on range, and what the different mushrooms did. The only thing I couldn’t keep track of was all the different perks essentially you unlocked, but because there were so many maybe that would just be visual noise.
Chippper
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I enjoyed this one, though initially got confused how to move. The highlight on the tiles that you can click on wasn’t super obvious to me. Once I saw it though I was able to navigate well. I appreciated how you showed a mechanic in a simple level before it required you to use it with some more intentionality. The last level I ran through a couple times before figuring out but also felt like I was just missing one thing and it encouraged me to keep trying. Thank you for making this! Similar to others, I did find it confusing I had to keep going back to the main menu to get to the next level
Interesting take on the theme. Overall I knew what to do, though was a bit confused how to trigger the upgrades. I finally figured out it was when hovering over the mushrooms that grew out, but it would be nice if that was explained a little more. Curious where you were going with the mushrooms shooting at the birds. Nice work getting a full loop going in such a short amount of time!
Mac build was broken for me, but after seeing the music from discord I dusted off my windows to try this out. Background music was beautiful! I enjoyed the art style too, the world felt really cohesive. I did miss more SFX. Something to indicate you are rolling on and off a button, clicking a button, clicking on the tiles, or overlapping. And would be fun to have more sounds for the forest critters, but the background music really was lovely. I was a bit confused on the strategy, I wasn’t sure if I was playing well or not, but the leaderboard at the end helped me see what was possible. I feel like this is a game that gets better the more you play it and understand the strategy more. Lovely entry! Also minor, but when you start the world I would recommend the starting mushroom is centered. Mine was slightly off screen so I immediately had to move to the center to see where I could place things.
As others have said, the art is gorgeous! And there are so many features you got in which is super impressive! One thing I felt I missed was feedback on where to click. Either with SFX or a little shake to tell my brain I am over something that I can interact with. I also wished there were tooltips or some kind of help with what the icons meant or what the features were. It felt like you relied on an understanding of slay the spire to teach how to play. I am excited to see what you come up with next! Minor, but I couldn’t load this game in the duck duck go browser on mac. I switched to chrome and I could. In duck duck go it was stuck on the loading screen.
Appreciate the feedback and playing our game! There is more we had art for that I didn’t get around to implementing I want to get to at least round things out. I always feel bad if art was made I can’t implement in time, but that is where we really need a well scoped idea. This was probably too much.
Thank you so much for the detailed comment and awesome job finding so many bugs. The scope of this project was probably too large for us to complete and it showed with the last two days just trying to fix the worst bugs and get things packaged up into a playable state. There was more art and mechanics I couldn’t include, so planning to do an update to at least finish out what we had assets for and will include many bug fixes in that as well.
Again thank you for taking the time to write all this up, we really appreciate it!
I love the wholesome take on the theme. I expected to find a bunch of mess inside the house after clearing the garden and was kind of sad to see it end after that. I enjoyed getting to choose where I placed the plants, though I noticed the UI was always on top so since I placed plants in the back I couldn’t admire them very much. I found the objectives super clear and really appreciated them being clearly called out, though I was confused with the weeds if all of those were weeds, or some were flowers I needed to keep. I assumed they were all weeds since no one complained when they were cut though :)
I think I might need more hand holding. I found trees that said they were weak, but couldn’t cut them down. I wandered around, but couldn’t really figure out what I was supposed to do. I liked the sfx touches, though would appreciate some audio controls because I wanted to turn down the background music, but was fine with the sfx volume.
The umbrella was awesome. I found controller the character movement a bit frustrating and hard to control, but it was really fun to see all the uses for the umbrella. Also love the inclusion of a skip button. I am terrible at platformers, but because of that I could try way more of the levels than I otherwise would have seen.
Interesting take on a city-builder deck-builder. I was missing a tutorial pointing out where resource cost was on the cards, but I was able to discover what was happening eventually. I would recommend with cards, ensuring you can fully read the card when you are hovering over it as sometimes the text was cut off, but I still had fun and knew what I was doing after a while! The whole thing was cohesive which always impresses me in a jam game. Nice work
I read the comments and saw it would probably be important to read the page first, and was still confused. I would recommend introducing mechanics over time rather than saying all at once. I enjoyed the art, and thought the highlight was a nice touch on the herbs to collect, but I couldn’t figure out how to cast spells. I am guessing I didn’t have the correct combination of herbs? Maybe you could have a spell that works with just a single herb to help teach things?
I enjoyed the story. Some of the scenes were beautiful! I also enjoyed the background music, though found myself wanting to hear more SfX to make the world feel complete. Especially in the town scenes. I thought where to go was always clear which is great! I didn’t feel like I had much impact though. More of a visual novel you can walk around in. Over all really nice entry!
Interesting take on the theme. I agree with some other comments that needing to hold down for a period of time to take out the germs felt awkward. I like the idea of clicking once, or just moving the mouse over to the area. I would have liked a sound effect when they pop away too. The art on the burger was really fun!
I really liked your take on discoverability for tutorials. Whenever I had a thought I don’t know what to do, a sign was right there well placed to tell me. I would appreciate more feedback and indication of how much the mushrooms had left. I also wasn’t sure what the goal was, was it just play as long as you want? I didn’t noticed more mushrooms taking over which could be cool
Graphics look nice, though sad to have a sword and not be able to use it. I would appreciate remapping controls in the future. Up arrow is a bit awkward for me to jump with. It was unclear if you should walk over the red or avoid it. I spent half the game avoiding, then noticed it filled up a meter to give me an upgrade, though most seemed like a curse. Maybe in the future you could make it so it wasn’t avoidable to collect that resource, otherwise it is totally possible to just skip that part of the game and get to the end. Nice work on your first entry!
That is a great callout about it not being clear that you will get another behemoth when they decay initially. Thank you for the feedback. And yeah, there was a lot more planned, and I feel bad because we have art for some of it too but there were too many bugs the last day for me to feel comfortable adding new features before everything else felt more stable.










