Paper Russula by Revetoon

[raw]
made by Revetoon for Ludum Dare 56 (JAM)

:arrowdown: Go to the links section to Play in Browser :arrowdown:

Protect your mushrooms!

Your forest is invaded by insects and other creatures, that will try and eat your mushrooms! Good news is that your mushroom can fight back, and empower each other to get rid of your enemies!

An endless puzzle game where you must think well when placing your defenses: all the mushrooms must be powered by special blocks, but they can be powered multiple times for extra power!

https://www.youtube.com/watch?v=BhfdQEDMZBU

How to play

PaperRussula is an endless tower-defense puzzle game. Your goal is to place mushrooms to deal with incoming enemies, and last as long as possible. When an enemy reaches the bottom row of the screen, the game ends and your score is based on killed enemies.

Your building zone is a rectangular grid, scanned up to down by an energy beam. Each turn, one row is scanned then you must place a new tile, on any cell (empty or not).

When a row is scanned, each ​Activator​ is powered: * Enemy Activators, looking like red skulls, allow all enemies to move and new enemies to spawn. * Mushroom Activators, flat and blue with wires, activate all tiles to the direction they point. They also power other activators, try to make chain reactions! Be careful not to power Enemy Activators or you might regret it...

​Some other tiles must be powered to work: Switch-Shrooms, Trap-Shrooms, and of course Attack Russulae, your main attack mushroom. Everything is described in convenient descriptions in the game.

Last, the Circle of Power-Shrooms increases attack of all attacking tiles (Russulae and Trap-Shrooms), without being powered.

Remember: do not forget to power your mushrooms with activators, and make combos for devastating power!

ApplicationFrameHost_9gmm6cUcKU.png

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Assets

Everything in this game has been made in the course of Ludum Dare 56, including: * Gameplay mechanics * Graphics * All musics and sounds * Shaders

Exceptions : * Fonts * Our logo splashscreen (Taboulé Recipe)

Tools

  • Game engine: Unity
  • Pixel art: GraphicsGale & Krita
  • Music: FL Studio

Changelog

v1.0

Original game release during the Ludum Dare.

v1.1

  • Improvements & fixes made during the Ludum Dare.

v1.2

  • Fix .exe (could not launch on most PC)

v1.3

  • Add incremental RNG to prevent games without essential tiles
  • Fix multiple tile description display bugs
  • Fix multiple animation bugs
  • Fix "ghost" double-activators, that remained active after being destroyed

v1.4

  • Add online scoring to compare your score with other players'!

Ratings

Overall 111th 4.05⭐ 22🧑‍⚖️
Fun 282th 3.7⭐ 22🧑‍⚖️
Innovation 25th 4.225⭐ 22🧑‍⚖️
Theme 276th 3.975⭐ 22🧑‍⚖️
Graphics 205th 4.225⭐ 22🧑‍⚖️
Audio 63th 4.125⭐ 22🧑‍⚖️
Humor 495th 3.132⭐ 21🧑‍⚖️
Mood 347th 3.75⭐ 22🧑‍⚖️
Given 16🗳️ 10🗨️

Feedback

DahliaInosensu
08. Oct 2024 · 16:18 UTC
Unfortunatlly it does not open:(
Pacelin
08. Oct 2024 · 21:46 UTC
Hello developers! Your zip archive is not full, please rebuild game and upload again. Game cannot launch now.
rodney fan
08. Oct 2024 · 23:38 UTC
unfortunately cannot run game sounds cool tho
JojoPalambas
09. Oct 2024 · 22:23 UTC
Hi @dahliainosensu @pacelin and @rodney-fan
Thanks a lot for letting us know! Mistakes were made but are now fixed, the .exe version should work properly now! Don't hesitate to tell us if the errors persists!
Pacelin
10. Oct 2024 · 00:53 UTC
@jojopalambas Yeap, it works! Thank you so much for the gaming experience you provided! I really liked this turn-based strategy game! An interesting idea.

I didn't find any bugs, I can say a few words about the balance:

1. Try using INCREMENTAL RND. (For example, when I didn't get a tile with electricity, I would like to be more likely to get it next time).

2. The game has a point of no return - when the enemy crawls to the field, it becomes too difficult to control, because initially the strategy is based on a good attack, not defense) Perhaps this can be corrected by increasing the field, largely because enemy tiles interfere too much in certain situations.

3. The visual and the soundtrack are excellent. I really liked this game. I would like to see more mechanics in it, and also to make enemy tiles more convenient for the player)
rodney fan
10. Oct 2024 · 06:35 UTC
@jojopalambas I just downloaded the newest build im super excited to try it out tmr will update this post once i have done so!
🎤 Revetoon
10. Oct 2024 · 08:17 UTC
@pacelin Thank you so much for those detailed feedbacks. To be frank we didn't haver enough time to prooftest the game balance so you feedbacks are even more precious. We did find that it was too hard to kill enemies once they become too close to the bottom tiles.
I think we'll make a little tweak update to balance a bit more the gameplay. :)
Jahwffrey
12. Oct 2024 · 03:41 UTC
I really liked it! The different mushrooms were cool and cute and I really liked the idea of needing to power them and plan ahead for what the next row that's going to be powered is going to be. Maybe I wish the enemies moved more often than they did but it was a pretty contemplative game anyway, it doesn't need to be faster. Good job!
turturi
19. Oct 2024 · 13:47 UTC
Fun game, I liked it. The graphic and music are amazing. The idea that you can't just put your weapons, you need also to power them is nice. It gives more strategy aspect to the game.
As some previous comments state, it needs to be a bit more balanced. The larger field would be nice, so the trap shroom make more sense. Also at certain point you have all the field full, so maybe some button to skip placing more mushrooms would be nice.
Honey Pony
20. Oct 2024 · 00:54 UTC
Fun little game, but very difficult! I gave this a few tries, including after I realized I could chain together activators, and I wasn't quite able to put together a winning strategy. My high score is 11.

It seems like the available space is very restricted by the random starting activators. My final run I got what appeared to be a very nice set -- with both of them in the bottom right corner -- although I was not quite able to make anything good out of it.

I'm not quite sure how to actually put together a winning build. It seems to me like you need to have Russulas shooting in each column at least twice per cycle, which should be possible with some careful planning, but it also requires a very activator-heavy set of draws and I'm not sure if it's possible to construct it in time. It also seems like the short range of the Russulas means you more or less need them on the top two rows so that the rest of your build doesn't get destroyed (i.e. any lower, and anything critical above them will be destroyed by enemies before they fire).

It seems there must be some way to do it, given the scores in the 70s or so on the scoreboard. :smile:

I do like the puzzle here. It seems like a very restrictive set of tools available, especially given how difficult it is to route energy--from what I can tell there is no way to route a bunch of energy to all columns at once, any activator chain can only activate up to half of the columns due to the way that the horizontal activators work plus the limited number of rows.

It also is fun working through those first few enemies and trying to get a build going. Trying to strategize how to incrementally build and how to attack the enemies that are already present is a nice little challenge. I'm just not sure how to get any runs past that initial point!

One note: The Switch-shroom's description is incorrect, the Left one says it redirects enemies rightward and vice versa, which was very confusing.
Carraka
20. Oct 2024 · 02:53 UTC
The music was delightful! Somehow I found myself playing for over an hour. I still haven't figured out the strategy, but it's definitely fun to try to figure it out. Well done!
ProstoCupOfTea
20. Oct 2024 · 06:45 UTC
So fun! i did replay it a couple of times, really nice, kinda rng dependant but thats not that bad

I really enjoyed the graphics and the music was really cool, the mechanic sounds fresh and innovative and was a treat to play, really cool!
Tommy
20. Oct 2024 · 09:45 UTC
The mechanics of this game are pretty interesting, even tough it takes a little time to get them and understand them properly. Great work on the aestethics, that feel really polished!
JojoPalambas
20. Oct 2024 · 15:31 UTC
@honey-pony Thanks for the feedback! It is true that the game is hard, it is the main concern we had doing this and we sadly couldn't spend as much time as we wanted on player understanding and gameplay balance.

Actually one of the 60-70 scores is from myself, and I agree that it needs a very good understanding of some patterns to get there. We may make a more balanced (and less punishing) version after the game jam to fix that, as we feel that apart from this the game has some potential that could be better exploited with some more towers and real endgame gameplay.

I hope you still had fun, thanks again for the feedback!

PS: we take note of the description bug you found, we will fix it!
FTZ
21. Oct 2024 · 02:45 UTC
Great game, the graphics worked really well. Was a bit hard at the start to understand when things triggered.
Ategon
21. Oct 2024 · 06:08 UTC
Pretty fun game but has a couple issues with balancing that would be the biggest thing to work on in post jam. Had to do a few runs to figure out what the game wanted me to do.

Early game currently relies on rng (with getting good enemy activator placements and then not getting screwed over by the options it gives you to build). And then late game there's nothing to do currently once you finish building up your defense and need to just keep placing the same plants on themselves over and over while slowly waiting for things to progress.

Some things that could improve on that if you do post jam work is having things unlocked and put in the pool over time as the run progresses to give reasons for changing the defense and rigging the rng a bit at the start to guarantee certain parts that are needed to survive (especially after the first enemy spawns).

Music was nice and complimented the gameplay well (although was a bit repetitive but thats fine for being a jam game) and the art was nice with the little animations each plant did. One thing that could improve on that a bit it having a indicator for the plant youre building when hovering over a tile (e.g. showing it there semi transparent)

This was the defense I made (and that kept me alive from a score of somewhere between 5-10 forget where all the way up to where I died). Ended up dying due to the push plant on the right not being able to push due to having too much of a swarm of enemies and then the enemy getting close and destroying my attack russula. (probably could have survived a tiny bit longer if I replaced the useless activator on the right with something else)

![Screenshot 2024-10-21 015523.png](///raw/595/84/z/69014.png)

First 100+ run

![Screenshot 2024-10-21 020048.png](///raw/595/84/z/69015.png)
Hawkin
21. Oct 2024 · 19:04 UTC
Very nice graphics and animations! The strategy was pretty deep, as others have pointed out. It does seem to require a lot of experimentation, which I think is fine.

I wish some things were better explained with in-game feedback. Not all of the defenses seemed to fire each round, even when they were powered. The reason for that wasn't clear, and I felt like that hindered my experimentation.

Otherwise, all of the different types of tiles were neat and fun to play with to try build a solid defense. It was definitely a unique take on the tower defense style, which I like!
JHax
21. Oct 2024 · 19:31 UTC
Mechanics are really interesting, takes a good bit of thinking to figure out the best way to approach things! Not sure I stumbled upon a particularly good strategy, but I enjoyed myself! The fact that you have to place an item every turn adds a nice edge to the difficulty as well.
Art and music both really fit the vibe.
JojoPalambas
21. Oct 2024 · 22:50 UTC
@ategon Ok wow. Super-thanks for the feedback, and super-congratulations for your score!

To be frank we could not beat 80, and we were seriously theorizing that 100 was impossible... And you beat that impossible score by 65! Just incredible, and I agree that going that far makes the music and the gameplay repetitive :smile:
LDJam user 243193
22. Oct 2024 · 09:38 UTC
The idea is good but I feel like RNG isn't friendly to me. Also is the trap mushroom working? I'm surprised enemy could walk past without getting hit at all. Might need to replay this to see if I missed anything.