Myco by treatyofparis

[raw]
made by treatyofparis for Ludum Dare 49 (JAM)

Defeat waves of enemies as an elemental mushroom mage, but be careful not to destroy the world at the same time.

If prompted, please download .NET Core Runtime here: https://dotnet.microsoft.com/download/dotnet/3.1/runtime​.

This game requires a mouse only.

HOW TO PLAY MYCO ~~~~~~~~~~~~~~~~

Myco is a turn-based game where both the tiles and enemies have HP and can be destroyed.

There are many interactions to discover, but here are some basics:

Each turn, you can move and attack with one of three spells, selected via buttons in the bottom left corner: spells.PNG

A red square indicates that a tile will take damage next turn: square.PNG

A red circle indicates that an enemy (or the player) will take damage next turn: circle.PNG

An indicator with colored corners and an icon indicates an elemental effect on a tile next turn: element.PNG

A gray indicator resembling a shield indicates that an enemy is immune to damage from that element. shield.PNG

Defeating an enemy with damage will award a currency that can be spent at the end of the turn to heal or to build.

Defeating an enemy by destroying the tile beneath it will not award currency, but might be helpful in a pinch.

Clicking the blue check-mark in the bottom right will end your turn.

At the end of each round, you can choose to upgrade your movement, or a spell— discover all three stages of each!

Myco isn't meant to be beaten on the first go— every run is different, and each spell has different strengths.

Don't get discouraged!

~ And good luck.

Credits:

goldey2: Programming

pynl: Programming

ChocolateCollie: Art

treatyofparis (@treatyofparis_​): Music, sound design

Special thanks to Shane

Changelog:

10/4/21: Fixed bug with a tile being invulnerable, fixed some animations not working as intended, fixed health values of some enemies being incorrect.

10/5/21: Fixed crash with boss, fixed part of boss rendering behind tiles, fixed death freeze bug, fixed electricity animation rendering incorrectly, fixed bug making repeated movement difficult, fixed player casting animation not playing, fixed some enemy spawning and enemy movement errors and crashes.

10/7/21: fixed boss movement bug, fixed hud display being a pixel off.

Ratings

Overall 112th 4.091⭐ 24🧑‍⚖️
Fun 282th 3.841⭐ 24🧑‍⚖️
Innovation 278th 3.75⭐ 24🧑‍⚖️
Theme 464th 3.841⭐ 24🧑‍⚖️
Graphics 194th 4.283⭐ 25🧑‍⚖️
Audio 155th 3.955⭐ 24🧑‍⚖️
Mood 487th 3.636⭐ 24🧑‍⚖️
Given 34🗳️ 19🗨️

Feedback

DrSmey
05. Oct 2021 · 17:51 UTC
Wow this is actually really cool! I love that besides getting upgrades you also have to plan and plan your board layout. The art is also super clean and well made!
Irina Nikulina
06. Oct 2021 · 18:27 UTC
Nice work!
Yorsh
06. Oct 2021 · 18:38 UTC
Cool game, it has a strong identity with the music and the graphics ! Good idea to have to rebuild part of the level between rounds, it's interesting and fits the theme.
Mysticaldev
06. Oct 2021 · 20:35 UTC
Great graphics, loved the music as well. Definitely an enjoyable experience with an interesting mechanic that fit the theme!
Mighty Tiny
10. Oct 2021 · 11:45 UTC
Very fun and cool. Great idea for the theme.
AnimalX
10. Oct 2021 · 17:53 UTC
Wow, this one has a lot going on and I'm sure you can do some cool stuff combining all mechanics! I got 3 levels deep but then got insta killed by some scary thing. It would be cool if the enemies reacted to what you do in your turn instead of locking in their move before you do anything, but other than that great job!
BiOs3008
10. Oct 2021 · 17:55 UTC
Like the Graphic style and the sounds :)
Echo GameWorks
10. Oct 2021 · 17:57 UTC
Really loved this one. Crunchy turned based actions (ala Into The Breach), polished graphics, great music, and perfect take on the theme. If I had to gripe, I would have liked to have seen some descriptions on the upgrade to help onboard the user. Otherwise, great work!
ryjcio
11. Oct 2021 · 21:31 UTC
I love art style and mood created by audio. It's so simple yet so effective. Also core mechanic is pretty solid for me. I would like to have some predesigned levels to explore the mechanic further!
const_arch
12. Oct 2021 · 18:40 UTC
Pretty fun, although the upgraded rock drop seems kind of self-defeating. Doing extra damage to a ton of the platforms ended up being worse more often than better, I'd rather have the precision of the first level strike most of the time. Managing the platform stability seems like the most difficult aspect, so it feels bad when you can't damage the flying fire guys without just obliterating your entire map.

Aside from that, good game, really solid for a jam.
mhorth
15. Oct 2021 · 19:47 UTC
This is really cool! The feedback is amazing, I always know that I'm about to do something if I click. My favorite is the tiles lifting up to let me know that it's about to be selected.

The only piece I feel is missing is clear communication on WHAT I'm about to do. Perhaps expand into a tutorial that only lets me use one of the 3 abilities and is set up in a scenario to make it really clear what that ability does. I think I got the gist of it after a couple of rounds, but it could help with onboarding new players.

And since I think you've really got something good here that you can run with, I think it would be a small improvement for the spell animations to have more direction to them, making it clear who it's coming from and where it's going. Some of them just appear and end so quickly that I questioned a few times, "did I do that? Or is that the enemies attacking me?"
Sodaro
18. Oct 2021 · 22:09 UTC
Once I figured out how the game worked (mostly, there were some mechanics I didn't quite understand) I had a blast! Nice job :smile: