Mandragorae Somnus by Victor Andrade

Mandrakes are peculiar creatures. Some would say they are monstrosity due to their famous high-pitched screams, but what people do not know is that they are, in fact, very sensitive creatures. "Why ?" do you ask? So, Let's find out!
How to play:
-Left-Click on the root to select it and then right-click on the ground to move to that position.
-To collect a resource, just put the root over it and wait.
-Move the camera by pressing "W" and "S" or "Up arrow" and "Down arrow" to move up and down respectively.
--------Update 1.0--------
Tutorial screen changed;
Camera movement changed from mouse to keyboard;
Mandrake's root selection improved;
Mouse's right button added to perform movement;
A selection upon the ground was added on the moving location.
The bug that allows the player to lose the game even though he reaches the purest water is now fixed;
Sound feedback when the player selects a root added;
Icons have been added to each resource to help the player identifying each type.
| Link | https://pedro-cabelinho.itch.io/mandragorae-somnus |
| Original URL | https://ldjam.com/events/ludum-dare/48/mandragorae-somnus |
Ratings
| Overall | 779th | 3.594⭐ | 66🧑⚖️ |
| Fun | 1231th | 3.133⭐ | 66🧑⚖️ |
| Innovation | 308th | 3.781⭐ | 66🧑⚖️ |
| Theme | 198th | 4.172⭐ | 66🧑⚖️ |
| Graphics | 418th | 4.102⭐ | 66🧑⚖️ |
| Audio | 643th | 3.5⭐ | 65🧑⚖️ |
| Mood | 511th | 3.802⭐ | 65🧑⚖️ |
| Given | 82🗳️ | 132🗨️ |
Full points, I linked this to my non-LD friends too!
Thanks a lot!
Nice to know you had fun :smiley:
First few tries it was not very clear which resource was which - could have used same or at least similar icons/art for them.
Also it seems that around midgame you start to just take damage for existing, or there are invisible bugs running around gnawing on me. Felt a bit confusing at first.
These nitpicks might turn off a few players from getting into the game, but they can be overcome after becoming familiar with the game.
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Gameplay is challenging and interesting, however felt a bit difficult to control. Using one mouse button for everything might help with mobile port, but current implementation feels kind of painful.
Scrolling feels very slow, especially since it keeps the only controller busy.
Also kept ordering a root to move near another instead of selecting - mouse-over highlight/indicator might have helped (or just right-click for orders).
I feel that both of these would not have been big issues if the game didn't push you to madly rush while managing multiple roots.
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Balance wise, seems like the best strategy is to never make any additional roots and just do a mad dash down. Was having trouble because satisfying sounds encouraged to consume and make roots (especially satisfying!), but apparently it was all a bait :)
Also, the game doesn't stop when you reach the end, so you end up dying while reading the victory text... Or winning, then dying before victory text even loads...
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Overall, very immersive experience, enjoyed it a lot despite some mildly frustrating parts. Let me know if you patch it so I can read the win text :)
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About the assets, we are going to try to make some arrangements to help the player identify each resource better. We are, also, gonna check about the collision with the bugs to see if their behavior is out of intended.
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Your feedback about the controls was a treasure trove! We will optimize the controls in a way to not jeopardize the player's experience!
I liked a lot this idea of highlighting when hovering the cursor over a root and use the two mouse buttons to prevent some minor misclicks.
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We got your point, and we will work on the game's balance to keep things smooth and fair to the player. The same will be done towards the games' end, so the beautiful artwork of our artist could be appreciated by all S2!
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We are deeply sorry that so many things hindered your experience, but on top of that we are even happier that you did your best to enjoy the game and pinpoint all this small things to help us improve the game.
Big cheers, matey!!!
P.S.: we will make sure to let you know when the changes were made!
Also, you don't need to apologize - it is a jam game, it is not possible or expected to be perfect. And the fact that I wrote so much stuff was because I really enjoyed the experience despite the nitpicks.
In fact, I enjoyed it so much I devised a strategy to reach the end with enough health so I have time to read the end game text before death screen overrides it. It involves only making one additional root, moving along middle, and always moving - if the root has time to slurp up the whole resource, then it is staying in place too much!
That worked, but even better strategy was to go near the bottom, and then wait until you have only a few health left - then issue the final move down command while dying. Root continues to move after death, triggering the victory and overriding the death screen...
So yeah, I'm still enjoying the heck out of this game, thank you for making it :)
Cheers to you too!
P.S.: Thank you, I also followed on itch.io so I should get a notification for any updates
Cheers lad!
Best wishes to you!
Cheers, man!
Cheers, dude!
Cheers, friend-o!
Have fun, Matey!!!
Cheers lad!
Combined resource art looks great too.
Slower roots leave more time to manage and direct others while they are on the way, which encourages more roots.
That along with reduced bug damage rate makes the experience less hectic and more methodical, while more roots still provide challenge to manage everything.
Of course, having experienced and overcome the intense hectic rush of previous version, this now feels bit too easy :D But at this point I'm not a typical player and should be disregarded as an outlier, so the difficulty might be just right for new players.
All in all, you not only managed to make a great game, but released it early enough to get feedback and update before the deadline. Great job, and thank you for your patience and hard work!
P.S. The Itch page lists the old control scheme, might benefit from an update.
We wish you all the best, matey!!
I struggled a little bit getting used to the controls (since it mostly uses the mouse, I kept trying to use my scroll wheel to move the view instead of W/S - force of habit!) but once I got the hang of it, I enjoyed it - it's nice watching the roots grow out where you've clicked them to. Really cool use of the theme too, the mechanics suit it well! :smiley:
Strenghts :
- Strong root-based core mechanic
- The balance keep you on your toes
- Cool sound effects
Possible Improvements :
- Making the roots faster would increase the dynamism ; altough then you would ose the planning aspect of your game which I quite loved, so it's more of a design decision than an obvious improvement.
Congrats !
Cheers!!!
Cheers and long live to the Roman Empire!!
Big cheers to you and your effort!!
Cheers friend!!
Cheers pal!!!
P.S. i loved the term tower offense and one day I promise to make a game totally focused on that!!
Cheers matey!!!
The screeching at the end was a bit much xD
Overall, nice work!
Cheers my dude!!
I hope the game is a little more clear with that quick explanation.
Big cheers, lad!!!
P.S. Teus projetos são bué fixe!!!
We wish you all the best!!!
Cheers dude!!!
Big cheers, my friend!!!!
Cheers, pal!!!
Cheers pal!!!!
I liked the art of the girl-mandrake, but it seems that the roots do not quite match the overall visual because of straight lines. Thanks for your game, great job~
Cheers, brudda!!!
Big cheers, dude!!!
Big shoutout, man!!!!
Cheers friend-o!!!!
Big cheers Juan!!!
Cheers pal!!!
Cheers man!!!
Big cheers to you, brudda!
I gave some feedbacks to Cabelinho!
Good luck!
In other words, excellent game concept with a really cool vibe. Reminds me of a 1999 or so PC game. Really unsettling and the audio direction was excellent and worked fantastically with the visuals.
I'll agree with some of the other commenters, in that the different resources and stats could have been communicated more clearly. I would have also cut down the scream volume by about half - it was very jarring the first time I heard it.
Good work!
It took me a while to get a feel for the gameplay, and as others have mentioned, the various resource stats could have been clearer. I saw the symbols, but somehow it was still a bit obscure, and sometimes the low stat warnings had a very low threshold before death.
The hazards were also a bit vague. At first I thought the ants would actually sever root offshoots (which could have been fun, and made the calcium stat more useful) but I presume they were just causing damage of some kind (though again, this wasn't super clear).
However, once I figured out that I should be growing strategically, rather than just propagating all over the place, it was a very different experience. Seeing that hand lifting up from the pool at the bottom was also a great motivator to get to the end, and I enjoyed the experience immensely. Lovely use of the theme too! So very good work all round!
I could easily see it expanding even further to flesh out the world (that text intro really got its hooks into my mind :smile:) and further root puzzles of advancing difficulty.
Cheers dude!!!

I like a lot that idea to give calcium another function, it would be awesome if we increase the game's scope and create more levels and difficulties, and, if we do so, you're gonna be the first one to know about the news!!!! We really appreciate all the positive comments, and much more the feedback that you brought to us, matey!!!!!
We wish you all the best!!!
I could reminded of Mandrake scream: https://www.youtube.com/watch?v=gnm3qzbZf_A
Hope you are doing great, dude!
Cheers!!!