I had lots of fun, did more than a handful of runs. Recommended the demo to some people. Wishlisted.
Couple of notes.
1. The lockpick economy is off big time, would love to see more uses--too many lockpicks can brick your exploration hand. If possible, maybe add a keychain card to stack them? Too many picks can just ruin your draw.
2. I don't understand the draft reward for completing a run.
3. Would love to see some borrowed features from Monster Train. The opt-in toggle feature for fights to increase rewards mainly: it adds difficulty & adds a catch-up mechanic. The completionist in me also would appreciate a record of cards used in runs.
4. Dig has some great synergies with tinkie box, scavenge, the splinter shovel, etc. Rest doesn't. The cup of cocoa didn't seem to pay off enough, plus I don't always want to rest for 2 energy meanwhile digging is at worst harmless since you can skip the choice if you don't like the cards. Would love to see exploration synergies expanded upon. The evolve cards are fun.
5. The Truffles are good but they're not close to equal. Once I get the everlasting truffle I don't prioritize it anymore.
6. Could Flash be an exploration card too? A unique split type: combat/exploration? Use it to blind the shopkeep & steal an item? Uncover hidden secrets, warnings, tips? Liking the dark setting & art, neon glow in the dark writing seems like it'd fit.
7. Ran into some map issues, hovering over certain paths randomly broke midrun.
I would love to say, I've enjoyed this game for the past 20 hours I've played so far. I'd say I 100% the demo and I'll say the game is fantastic so far. I have had a few issues where I had no reason to pick certain cards because of bugs. Some items that claim to give a card upon use, do not give another card. One major bug was the wrecking ball. I assume it is used to destroy a camp so you can replace it with another, AND you get an extra card. The issue is, it does none of those things, or at least for when I played. Currently, I find no use for the wrecking ball which is a bummer as it would be helpful for situations where I have 3 camp cards. Other than the bugs, it only provided a small pushback to my run and did little to impact my enjoyment of the game (Other than avoiding using the wrecking ball). I would love to recommend this game to anyone who loves roguelikes, fantastic audio, mystifying visuals, and a nice challenge in every run to your deck builder!
The game looks great. Visual style is definitely the strongest point, but gameplay is good too. It's hard to say more based on the demo, but very Slay the Spire. The sound effect could be stronger.
Love seeing how far this has come since the jam fest drop. What were whispers have become a living breathing entity that is still, only getting better.
Second in the line up. You know I'm not always a huge fan of hallway dungeon crawls. But it works, there's enough going on here it works for the design, I really like the exploration being it own phase and deck. And I wonder what sort of lore laying around here. Good work its on the wishlist.
I enjoyed the demo. It has tremendous cinematic value. In its current form, the game is also compatible with hundreds of controllers, because if you take the keyboard/mouse defaults, and plug them into JoyToKey, the game will not interfere with layouts. In this case, I used a Duke controller. Using a mouse is slightly more comfortable, but I appreciate the degrees of freedom that allow me to do this.
I had a lot of with the Demo, really felt balanced in the battle sections!
I had even more fun messing with the exploration synergies, i played till my health was >999! Thanks for being a breath of fresh air. P.s. I love how the player character gets more and more warped as he descends.
I played two runs of the Steam demo and had a blast! (Not sure if it's any different to the prototype on here.) The camera made me a bit nauseousafter a while and viewing decks and discards is a bit slow. Also broke the game on my second run by making the hungry mace cost 0. That was very fun. I really like the card designs, game feel and aesthetics.
Thanks for playing! Great to hear you had fun!
Appreciate the feedback about path length when playing cards. We're exploring an option of adding a button that raises your cards up, which would solve this problem!
Shroom and gloom great game, top demo, but there are a couple of problems:
1) too many cards in hands, which makes it very difficult to use those on the edge of the deck (solution: make buttons for possible switching between card selections, i.e. make several hands of 12 cards ± 4 cards, you can add the ability to sort by card type, such as buffs, attacking, with special mechanics, you can sort by damage from or other parameters (with the ability to disable these functions));
2) by round 15 there are a lot of unnecessary cards. (solution: add the mechanics of evolution or merging cards, or add the ability to destroy cards);
3) on the final boss I actually went into infinite action points. That is, I killed the boss's minions, ate them and the cost on the card went into minus, used it, restored action points, killed the main carcass, and so on repeat. (the solution is to put a limited number of restored action points, or apply the effect of using once per battle to such cards).
It seems that this is a complete list of what can be changed to improve the gameplay. And if we talk about the game itself, it is wonderful. The style, the design, everything sinks into the soul. It reminds me of inscryption, but the deck building is different.
I want to wish all the best to the developers of this masterpiece.
We stan! This is so epic! The gameplay, the art style, the atmosphere, the audio! You guys really cooked with those one, some spicy shitake! Congrats on Devolver! Can't wait for this to drop! You've got a handful more wishlists from us! - The Pop Team
UI is not intuitive. I was stuck for about 5 minutes not knowing how to open the door. The thing is when you take a card and point it at something 9/10 times nothing happens (ex. taking a damage card and pointing it at an enemy). Moving the character in the game is pointless...The game is cool, though
Yo this is really cool! First person slay the spire + those outstanding visuals + and couple surprisingly neat mechanics are THE really great combo, can't wait for the final release
I really like it, but the lack of saves is a bit annoying. I hope in the future you will fix this flaw and add a lot of interesting things to the game. Good luck!
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I had lots of fun, did more than a handful of runs. Recommended the demo to some people. Wishlisted.
Couple of notes.
1. The lockpick economy is off big time, would love to see more uses--too many lockpicks can brick your exploration hand. If possible, maybe add a keychain card to stack them? Too many picks can just ruin your draw.
2. I don't understand the draft reward for completing a run.
3. Would love to see some borrowed features from Monster Train. The opt-in toggle feature for fights to increase rewards mainly: it adds difficulty & adds a catch-up mechanic. The completionist in me also would appreciate a record of cards used in runs.
4. Dig has some great synergies with tinkie box, scavenge, the splinter shovel, etc. Rest doesn't. The cup of cocoa didn't seem to pay off enough, plus I don't always want to rest for 2 energy meanwhile digging is at worst harmless since you can skip the choice if you don't like the cards. Would love to see exploration synergies expanded upon. The evolve cards are fun.
5. The Truffles are good but they're not close to equal. Once I get the everlasting truffle I don't prioritize it anymore.
6. Could Flash be an exploration card too? A unique split type: combat/exploration? Use it to blind the shopkeep & steal an item? Uncover hidden secrets, warnings, tips? Liking the dark setting & art, neon glow in the dark writing seems like it'd fit.
7. Ran into some map issues, hovering over certain paths randomly broke midrun.
Looking forward to seeing where this game goes.
I would love to say, I've enjoyed this game for the past 20 hours I've played so far. I'd say I 100% the demo and I'll say the game is fantastic so far. I have had a few issues where I had no reason to pick certain cards because of bugs. Some items that claim to give a card upon use, do not give another card. One major bug was the wrecking ball. I assume it is used to destroy a camp so you can replace it with another, AND you get an extra card. The issue is, it does none of those things, or at least for when I played. Currently, I find no use for the wrecking ball which is a bummer as it would be helpful for situations where I have 3 camp cards. Other than the bugs, it only provided a small pushback to my run and did little to impact my enjoyment of the game (Other than avoiding using the wrecking ball). I would love to recommend this game to anyone who loves roguelikes, fantastic audio, mystifying visuals, and a nice challenge in every run to your deck builder!
Awesome ! This is some high quality demo.
Even tho I would add some feedback on damage hit
Just started posting links to itch.io
i loved this game so much and excited to see where this goes :)
Thanks so much for playing and sharing!
no worries i sent you guys a DM on tiktok about something btw :) same name as on here
Loved the new update! With each update the game has gotten better and better! Can't wait for the full release!
Thanks so much for keeping up with the updates. So glad to hear you're enjoying all the improvements and additions!
Love seeing how far this has come since the jam fest drop. What were whispers have become a living breathing entity that is still, only getting better.
seriously addictive
Short, but fantastic game. Very strong Inscryption vibes, in terms of both atmosphere and music. Ate my way through the final boss. Lots of fun.
great design I really enjoyed it
this was awesome
I managed to get staple diet to draw another staple diet over and over for infinite max health!
I enjoyed the demo. It has tremendous cinematic value. In its current form, the game is also compatible with hundreds of controllers, because if you take the keyboard/mouse defaults, and plug them into JoyToKey, the game will not interfere with layouts. In this case, I used a Duke controller. Using a mouse is slightly more comfortable, but I appreciate the degrees of freedom that allow me to do this.
is possible to run this in winlator?
a linux version would be awesome, works pretty good with wine though
This was great! I love when games let you break them wide open, I can you've played Inscryption :)
THE COOLEST GAME I'VE PLAYED IN A LONG TIME! Thank you for your hard work!
PRETTIEST GAME EVER! SHROOM AND GLOOM
awesome game really enjoyed it! was not able to get very far but still had a lot of fun playing it and can not wait for full game!
such a fun game oml
A Shroom Themed 3d Rogue-like
I had a lot of with the Demo, really felt balanced in the battle sections!
I had even more fun messing with the exploration synergies, i played till my health was >999!
Thanks for being a breath of fresh air.
P.s. I love how the player character gets more and more warped as he descends.
I played two runs of the Steam demo and had a blast! (Not sure if it's any different to the prototype on here.) The camera made me a bit nauseousafter a while and viewing decks and discards is a bit slow. Also broke the game on my second run by making the hungry mace cost 0. That was very fun. I really like the card designs, game feel and aesthetics.
Only did one level but loved it ! Only "negative" thing I will say is, as I play on trackpad, the patch to the card to reach ennemies is a bit long.
Can't wait to play it again and finish the demo !
Great game !
Shroom and gloom great game, top demo, but there are a couple of problems:
1) too many cards in hands, which makes it very difficult to use those on the edge of the deck (solution: make buttons for possible switching between card selections, i.e. make several hands of 12 cards ± 4 cards, you can add the ability to sort by card type, such as buffs, attacking, with special mechanics, you can sort by damage from or other parameters (with the ability to disable these functions));
2) by round 15 there are a lot of unnecessary cards. (solution: add the mechanics of evolution or merging cards, or add the ability to destroy cards);
3) on the final boss I actually went into infinite action points. That is, I killed the boss's minions, ate them and the cost on the card went into minus, used it, restored action points, killed the main carcass, and so on repeat. (the solution is to put a limited number of restored action points, or apply the effect of using once per battle to such cards).
It seems that this is a complete list of what can be changed to improve the gameplay. And if we talk about the game itself, it is wonderful. The style, the design, everything sinks into the soul. It reminds me of inscryption, but the deck building is different.
I want to wish all the best to the developers of this masterpiece.
We stan! This is so epic! The gameplay, the art style, the atmosphere, the audio! You guys really cooked with those one, some spicy shitake!
Congrats on Devolver! Can't wait for this to drop! You've got a handful more wishlists from us!
- The Pop Team
UI is not intuitive. I was stuck for about 5 minutes not knowing how to open the door. The thing is when you take a card and point it at something 9/10 times nothing happens (ex. taking a damage card and pointing it at an enemy). Moving the character in the game is pointless...The game is cool, though
Yo this is really cool! First person slay the spire + those outstanding visuals + and couple surprisingly neat mechanics are THE really great combo, can't wait for the final release
Thanks so much for checking the demo out, and for this feedback! Great to hear!
I really like it, but the lack of saves is a bit annoying. I hope in the future you will fix this flaw and add a lot of interesting things to the game. Good luck!
YOOOO THIS IS FIRE!
https://www.youtube.com/watch?v=l7CVQczlu_M
Haha! 30 seconds into this and we're dying! So stoked to watch the whole thing!
We need more, I straight up locked in and played this for like, 4 hours straight.
Loads more in the works!