The game felt a bit confused, its called Mascot wrestling but the instructions are for boxing, and the mascot is singing about baseball! I do appreciate the option to turn off the comfort mode settings. However I couldnt seem to get the mascot uppercut mechanic to work, possibly I was doing something wrong? Also in one attempt my hand got stuck to the mushroom and wouldnt let go. Maybe adding a simple scripted intro scene or video tutorial to show how to get the uppercut or such would help.
Wolfybbad
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Oddly satisfying! For not having much "game" yet, it felt like a really polished tech demo or something of that sort. I could watch the little bug consume the entire forest of shrooms quite happily. Id love to see this one fleshed out and more added to it to make it a full game, with more levels ect. I only experienced one bug, and one possibly unintended behavior. While trying to make my swarm climb a large tall shroom the stem started to turn inside out and there was a bunch of mesh related bugs and stretching going on, once they hopped back off it was fine again but it seemed it couldn't handle the swarm climbing its stem. I also noticed when rotating the camera, the sickness reducing vignette would only appear if I held the button down, but generally it felt more intuitive to tap the button to turn the camera rather than hold it since its snap turn, which resulted in it not appearing unless I accidentally held the button a bit longer then I intended, which made the experience a bit confusing, at first I didnt know why it kept appearing. Personally I never liked that feature in games so being able to avoid it by just tapping quicker was nice, but it would be nicer if it could just be disabled. The locomotion was fine if not my favorite form of locomotion I have no complaints it worked great as intended. I will say I didn't really find any reason to select the larva, instead just always using the select all option. it felt redundant. Maybe later levels could give reason like needing to press buttons or something portal style to open doors to get more shrooms. But at the current state it just felt pointless when it was far more simple to just send all the swarm toppling over the forest of shrooms.
To use the tongue to eat an enemy the enemy must have low life, or be a weaker enemy like the flies. then you press and hold the left trigger while looking directly at them. This will draw them towards you and once they get to you they will be eaten for some health! To use it as a grappling hook same idea, look at what you want to hook onto and press and hold the trigger until you want to let go. However you can swing as long as you want. There is a cooldown between using the tongue again so you cant just spam heal off the weak fodder enemies. Hope this clears things up :) if I had more time I would of made the bug eating mechanic a bit more robust and intuitive, but thats the nature of a game jam!
Nice! I did encounter one major bug where whenever an "Angel" appeared there was no way to attack or do anything other than heal myself. The first time I played it was the first enemy and I thought the game was totally broken, it wasnt until I restarted the game and got a new enemy first I was able to actually play... Or well at least until the next angel appeared.
I like the unique twist on turn based combat. Altho I think the game is a bit too easy as even when I missed the QTE I still often did enough to kill the enemy anyway and so it felt almost like it didnt matter if I did the QTE or not. I imagine that can probably be easily fixed however. And I think the mechanic is worth expanding on to make it even more rewarding to the player if you plan on continuing work on the game later.
Overall a good game! I could see this becoming a successful mobile game or something with just a bit more expanding on the core foundations that are already there.
Overall really good! The only problem is I felt like the gameplay didnt feel very interesting or engaging. The most fun I had was having a guy yell at me for not paying attention to him when I walked off lol. I think maybe a different style of gameplay would be more fitting for this narrative driven game then just walking around pressing interact on things. Some puzzles or tasks the player could do to progress would go a long way on keeping players engaged. I did have an issue at first figuring out what I was supposed to do while in the cart because of this. a few minutes of clicking around randomly and eventually I figured out to press a button on the note and I was fine from there. But a prompt to tell the player an item is interactable would be a big help. This wasnt an issue later in the game where some items like the phial of concentrate or the skulls which were well lit up and stood out. However the night village level was a bit too dark. It was almost impossible to see, I think some more ambient moonlight would help. Only bug I noticed was a weird line that appeared on one side of the screen when transitioning levels but it disappeared within seconds so wasnt any big deal. And the subtitles were a bit janky and didnt really help much. They always were clipping into objects too much to read half of it anyway.
I commend the narrative driven project even if I felt the gameplay was a bit boring (I felt like my character did when reading the tome lol) And I commend the voice actors too for their hard work.
I encountered a few bugs, the platforming felt a bit jank at times not letting me make jumps I thought I should be able to make. I think this was mainly due to the non uniform heights of the different jumps. I found the enemy could attack me through the floor which was funny. However apon climbing the top of the tower I was climbing I had a black box take up my screen and glitch out where anytime I moved my mouse it covered more and more of the screen with no way to fix it. The sounds and atmosphere work well for the spooky vibes, altho I would of liked to see more to tie it into the "medieval" theme.
Overall pretty good. The graphics are simple but get the job done, I would of like to see more done with the blacksmithing element of the game. The game feels like it goes from one game to a totally different one rather than the two components feeling connected. The tutorial was nice but some on screen prompts would help. I couldnt help but notice the sounds of cars driving around in the ambient sounds which kinda hurt the vibe. I didnt notice any bugs or glitches in my playthrough. If you plan on working on this more id love to see some expanding of the blacksmithing part of the game, and more elaboration on the "curse" of the theme.
Good foundations. Could really benefit from a bit more atmosphere. Some fog and lighting effects could go a long way to upping the spooky vibes. Game feel was a bit stiff, the combat especially needs some player feedback. I couldn't tell if I was doing anything to the enemies at first. Was a nice surprise seeing a cutscene thrown in! I think this shows alot of potential, it requires some more polish. Only bug I noticed was the camera clipping through walls a bit, but I know thats not an easy thing to fix especially in so short a time.

