Mushroomaissance by katamary

https://www.youtube.com/watch?v=9SC8VYyGbPE
The game
Mushroomaissance offers а player the opportunity to immerse themselves in the atmosphere of a post-apocalyptic world. А player must revive the desert land by summoning special mushrooms and eventually reviving a dead tree.
To succeed in restoring the world, the player will need strategic thinking. Can you restore the world and create a blooming garden? It only depends on you.
Rules
To complete the game you have a limited number of soul grenades. Mushrooms only grow if you throw a grenade next to a blue light. To replenish soul grenades, you need to collect yellow spheres. Moving only works between mushrooms. The opportunity to move to a new mushroom appears only when the new mushroom has connected its roots to the activated mushroom. If the mushroom lights up, it means it is activated and you can move to it. If the mushroom remains ordinary, then you cannot move to it. The activation radius between mushrooms is limited. Yellow orbs for replenishing soul grenades are slowly restored over time.
- Yellow orbs: Summon Resources.
- Skeletons with a blue lights: Places to grow mushrooms.
- Aiming and Throwing a grenade: Right Mouse Button
- Jump to Mushroom: Left Mouse Button
- Reset current level: Key R
- Cancel aiming mode: Middle Mouse Button
And a bit more... You can adjust the graphics quality level and audio volume in the game menu. Just press ESC button.
Credits
- Sergei Himmelreich - Game designer, Programmer
- Georgy Prokhorov - Composer
- Eduard Witer - Level Artist, Level Designer
- Alyona Tikhomirova - 3D Artist



POST-JAM version available!
- New algorithm for the mycelium roots!
- Short story intro.
- One more large level.
- Secret artefacts are hidden in every level.
- Three new music tracks.
- Cancel aiming mode added.
- Other minor improvements.
THANK YOU FOR PLAYING!
| Windows versions (bug fixed and post-jam) | https://katamary.itch.io/mushroomaissance |
| Original URL | https://ldjam.com/events/ludum-dare/55/mushroomaissance |
Ratings
| Given | 27🗳️ | 57🗨️ |
I take it there's a fresh crew?
The game has Cloud Gardens vibes and that's great.
Cool and stylish as always.
The gameplay is meditative and pleasant, visual and sounds create an atmosphere of peace and comfort. A feeling of deep immersion in the game is created, similar emotions were caused by The Witness and Journey. The puzzle is played well, the mechanics work (and not even linearly). I wanted to find a secret or an Easter egg - I didn't find it))
UE is cool. The visual of the game for jam is similar in level to a full-fledged game. Even the clouds are floating) Gorgeous. Great result, good luck in voting!)
P.S. Is there only 2 levels? When I revived tree on the second level there wasn't any finish screen or some info about it.
And yes, my team has changed.
Thank you! Glad to hear that you liked it!
Puzzles were nice and lvl is very well-builded. I wish I had an option to hide a grenade when picked it by mistake. And thank you for the settings menu!
Very impressive for 3 days.
Honestly I like everything about this game, and hats of to Georgy for this awesome music he made. I need someone to teach me the art of music making, its my one weakness as a jack of all trades XD.
I think, I'll add more clear instructions to understand the limit of the summon spore grenades. The post-jam version will be ready soon!
Sometimes it wasn't clear why the grass wasn't growing, even though the grenade hit the target, but as I understood it was because of the distance to the nearest activated point.
And I had to waste a couple of grenades, because it wasn't possible to cancel the shot.
Enjoyed the game, nice sound and graphics!

The level design (from a puzzle perspective) and graphics are probably the strongest parts of this entry. Although the first level felt better for me as second level lost the feeling of novelty at that point (no new mechanics or challenges). Or maybe we got more used to the gameplay at that point.
The one thing that made the game hard to play is its way of connecting the bridges. Sometimes the mushroom will spawn, but no grass will show up. Or the branches will grow, but you still wouldn't get the ability to navigate. These multiple states make it not so obvious for the player whether they missed and should fire there again or if it's a mistake and they should try finding another way. Sometimes we managed to create a bridge by repeatedly firing 2-4 shots at the same place just to make the game register it. It could be the lack of understanding of the mechanics, but from a player's perspective we don't see enough consistency I guess (you don't fail all the time, neither you succeed all the time, "it depends" and you may want to repeat the action just in case).
Other than that, it's pretty impressive for a jam game. I was somewhat surprised to see an UE game instead of Game Maker game from Serge. :D
You can find the playthrough here:
https://www.youtube.com/live/XE5Pg5Olp-0