sounds Awsome! ima check it tomorrow!
Cookie-Crumb
Creator of
Recent community posts
Alright, here we go.
Playtime: I don't remember exactly, but around 20+ minutes (about one and a half runs). I played the Honey Shroom.
First Impression
I really liked the idea of controlling a mycelium in a roguelike-style game. The concept immediately drew me in. Overall, nothing was confusing, except for the phosphorus mechanic at first. I wasn't sure what it was or why I needed it.
Gameplay
The controls felt fine and were easy to understand with the standard mouse controls. The game was unfortunately quite laggy on my low-end Lenovo Windows laptop (Intel Celeron), so it didn't always feel very responsive. Luckily, the genre doesn't require fast reactions, so it was still playable. I probably had around 3 FPS, but thanks to delta time it still worked.
Level Design & Progression
I never got stuck. The short tutorial explained everything I needed, so I always knew what to expect from new mechanics and levels. Progression felt smooth and nothing was confusing.
Visuals & Audio
I really liked the overall theme, especially the title font—it looked like mycelium itself, which was a nice touch. The only thing that stood out to me was the mix between the realistic HUD artwork and the simpler in-game visuals. They didn't quite match. The playing card art looked great, though. The music wasn't very noticeable, but the sound effect when your mycelium grows was satisfying.
Difficulty
The difficulty felt quite low, although I only played through the first level and part of the second.
Bugs & Technical Issues
I didn't encounter any bugs or glitches. My only issue was the performance, as the game ran at around 3 FPS on my laptop.
Favorite Moment
My favorite card was the Grow 3 steps in direction and fan out card. It was fun to use and honestly kept me playing into the second level.
Biggest Improvement
The biggest improvement would definitely be performance on lower-end hardware. It would also help if the visual style between the realistic UI elements and the in-game graphics felt a bit more consistent.
Final Thoughts
Despite the heavy performance issues on my laptop, I enjoyed playing Mycelium. The game delivered exactly what it promised—controlling and expanding your mycelium. I liked choosing cards and slowly planning my path through the map. The core idea is fun, easy to understand, and has a lot of potential.
Overall Rating: 16/20
A unique concept with enjoyable strategic gameplay and a strong atmosphere. Better optimization and a more consistent visual style would make the experience even stronger.
yes I used chatgpt to overwrite my review since it was Just one massive text block. :(
-Cookie
hehe also the place your camera cant go.. is due to smart level desingn. i used my - and I (vertical and horizontal camera clamps,) to block the camera from entering the above and below engenieering stuff, that controlls the crate spawning in this level.
I also Just fixed it by spawning 2 crates every 22 seconds. this is done by a lil machinery you can eaven visit if you examine the whole level.
oh moy gosh.... Thank you!
and I really see it! I think it is harder than trial 000 in my opinion :0 I didnt managed to beat it yet after 11 tries, but i know the intended way througth the level.
also I see you really like spikes :> damn Im so happy you made another level! also i will work on a copy/ paste feature.
thanks again, cookie
heyy I liked your game sooooooo much that I did a fan version, and Its Free because it doesnt have the "best time" i reallly did not know how to make this. want to play my game tho? 3D racer low poly fangame
WOHWWW I REALLY LIKE THIS GAME!!!! could you please tell me how you wrote that function in JavaScript on how to make the game count how fast you are like best time??? i would really like to know this since I want to have this Sooo bad :P (please include comments via //coment so i know that every part is if you would do this for me cutie ^^ :3)
Okayyy: my impression:
first I thogth like that the menu looked really good
the credits didnt show
the custom cursor was really strong but a bit too big
the sound effects are strong at the beginning.
the start area looks beautiful
the figths were unclear, a tutorial could help.
than the monsters and their attacks are reeeaally special. It remindes me of undertale. super cool.
the new person every evening really makes my nigth. (lol)
the detail of the old man having a cigar in its mouth on the defense screen made me happy.
but what didnt was that the play cards covered the half of the screen, making me unable to see what enemies are where. a good improvement would be having the cards go hide if you put your cursor up, away from the cards.
allthougth the sound effects where good, the music really not there. I missed that.
and a desing choice i dont like is, giving the player a return option, but not an option to pick your card new if you picked, but havent attacked yet. It was me trying 3 times to hover my cursor back onto the cards after I had selectet an attack, to show them again.
overall I rate you prototype: 9/10
game idea 10/10 really unique
controlls 7/10 the cursor is to mbig to know where you actually are, the player movement feels slippy.
atmosphere: 9/10 ligthing and scene are GREAT but to have music really would be even better.
cheers, cookie
i really got an eye on your crazy pfp xD
thanks for playing my game Frogach. I am glad you like the game in general.
i will respond in order or your statements
player feeling: hmm i noted that. I dont really have much playtesters, this is why I am here. good player controlls are key to good player feel. I will improve the player controlls. and would you describe the character as to snappy(: the de and exceleration where to short)?
However I am happy you could take advantage of the Slow motion function.
(If you have played games like mario you are maybe used to more heavy characters, as in super meat boy you should remember this since meat boy feels super slippy.)
tutorial problem: the wall jump was just added in the last update. so the levels werent actually desingend for that. be sure about me improving that Tutorial really soon.
moving trail: I have to say I am not a big fan of the player leaving behind a trail, of weather blood or something else, that could be a good looking feature and sound good on paper, but player trails make the actual player feel way lager than they are.
claw element: its a good idea that if i finished tha game i may build more exerimental features, or public debug menu with cool shit the test around with, but I rather choose to build a floating game element, that the player can stand on, and also pull around with its claw, to build temporary platforms. But, you may see that this could help the player skip a lot of stuff so i gotta be carefull.
but as I develop the whole game further, who knows what we will end up with.
thanks for your feedback!
cheers, Cookie
so i downloaded it, ran it tru my anit virus scanner.
played it,
thougth it is really cool,
thougth i wanna do something like this too,
went througth the northern door,
the game crashed. and the console sayed:
- "The program can't start because api-ms-win-core-path-l1-1-0.dll is missing from your computer. Try reinstalling the program to fix this problem. "
- "VespersVoid.exe - System Error"














