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EttNollNio

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A member registered Nov 22, 2023 · View creator page →

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I was actively trying to lose the game when I tried it because I felt like I wasnt really tutored how the spreading from one shroom to the next worked. Because just clicking "end turn" made me win all the way to the last level. And after 800 turns on the last level of just trying to see if I auto win or auto lose by spamming end turn, I gave up. Theres a stalemate that occurs at around 10% spread, that I presume isnt intended but Even when I tried to modify the shrooms to lose it didnt work out, as I over the course of these turns figured out how to do the spreading. Which I get now how its supposed to work, but was very poorly conveyed to me when i started the game. I think with some UI polish this could become a fun game to play. As a button spammer I feel like the clicking sound could use a little bit less bass because it was like a drum banging in my head for a while, making me want to mute it.

Best of luck in the competition!

The feedback that the keyboard controls not feeling good enough is a trend I've seen currently. So thats definitely something we'll revisit and see if we can look at other button layours that would feel better for the player.

And I wish you the best of luck in beating the level! :) I personally think that the end result was a bit harder than I hoped for, but surely there's some people out there down for a challenge!

Thank you for trying out the game! Even if its not the type of game you'd usually play, I'm grateful for your feedback!

The feedback about a fullscreen mode is appropriate regardless of the rest and wasnt a case we tested so this is good feedback! Making tiles more distinctive is definitely something that would be a learning process as I'm new to level design. I spent plenty of time trying to make the level feel better, but I think at this point a complete level redesign is most appropriate to revisit the things I've learned.