Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 126 to 165 of 205 · Next page · Previous page · First page · Last page

I think it's the best card game I've ever played this year. I look forward to the day when it is done.

Thanks so much, that's awesome to hear!

for some reason when i win it plays the loss dialogue

Right now there is no win. Everyone dies in the end.

what? why?

This is a really fun game. A glitch I found is if you switch to exploartion decks right after combat, you will get softlocked.

SS

I don't usually post on here.

But i really enjoyed the prototype I've struggled to put it down and hope to see the development of this game continue. please check out the video if you have time.

I see this game going far and could be one of the next big games.

Looks great, but the 'Leftovers' card had no effect (rest seemed to work fine, through all the way to the boss)

(+1)

Oh wow! Ever since I played the game jam version I had hoped for an expanded version of this game! I look forward to future developments!

(1 edit)

The game is great! But I always get stuck at the end of the second level and can't play the cards and end the turn, and could you please add an archive feature? Much appreciated!  

Could you add a linux build ? :D

Apparently the windows build runs well on Linux!

Great art and interesting gameplay! Made it to the gloom door after a few runs. I really had some great time with it.

About the game balance, I think Rolling Death is way too op. I got two in my last run and the third boss were totally crushed since every hit from those cards would be fatal after some 2x damage upgrades. Not to mention it is a 0-cost card! 

A bug that I encountered: I had two Psychosis in my hand and I played one of them. I died because of the self damage and that's fine. However, there are still two in my hand after I was revived.

Great game anyway. Keep it up!

Ran into a bug during an encounter where I couldn't use a card. It made the sound like I was grabbing a card, but I couldn't drag it out to use or interact with the cards in any way. Had to scrap the run, which is a real shame, but it's not all bad because this game is really cool and I'm having a lot of fun with it.

the game seems to just freeze for me after the first set of enemies.  Right  where i choose the foresight.  Can someone help somehow 😭

(+1)

Great so far, small errors here and there but that’s the entire point!


Just out of curiosity, is gross manipulation of the mechanics supposed to be the primary means to victory at this current juncture?


(+2)

Honestly the art style is so good, the atmosphere here is truly such a amazing experience to play! Game-play is very fun as well so excited to see where you take this I'm hyped for the future!! keep up the great work <3

the game stucks after i defeated a wave of mushroom, this happens in the stage after the evolving boss, i have to shut down the game reopent the game but it just bring me to the very begning, i would be really appreciated if u can add some kind of autosave there, so i dont have to start over agian, overall it is a great time!

had a lot of fun with this one! checked your gdoc for bugs/etc and don't think I saw this, so wanted to note that while it's not necessarily a 'bug', you can if you have fever + the truffle with 99 uses in your hand execute a set-up where you can basically 'endlessly' buff 'eat to increase power' cards in combat. it slows down the game a lot (particularly bc it runs into a lag where it wants to trigger all the animations for drawing from your deck one by one, slower than you can play/draw cards) but probably more pertinently it might be on the extreme end of desired player behaviour. in one run I had two fever cards + two of the 99 use truffles and a deck balanced heavily towards dmg cards that buffed on eating, so with patience I was able to sit there and raise everything to such obscene numbers that I'd delete even the end demo boss upon playing anything. without looking at individual card balancing itself, I think a sufficiently generous 'cards played before forced turn end' hard cap would still allow for trick plays like this while mitigating the cheese enough to keep it challenging. another option is potentially to set a limit on how many times a card can be played per combat turn regardless of energy left.

(+1)

this looks AMAZING! you plan to release a Linux download or Browser version?

Why did I lose after opening the gloom door?

(1 edit)

It’s a work in progress.


The finish screen is seemingly random, and when you beat it, it just loops you to the same ending rng as a death.


Then back to the beginning!


I’m sure they have additional zones or alternate endings in mind.

need the full game!!!

Very well done love the game and you nailed the art style, very impressive.

Hey! I love the game, but it really seems to struggle when being streamed (Literally just the streaming. The video feed through OBS and into Twitch - The game plays fine on my screen). I'd really like to keep streaming it but the choppiness is distracting. OBS dropped zero frames and my bandwidth was about 9Mbps through out.

Is there anything I can do or provide that would be helpful in looking at this? Any type of logging or capturing I'm more than happy to do.

If you want to see, here's today's stream:

https://www.twitch.tv/videos/2249887555

Gameplay starts about 10 minutes in. At about 1:06:00 I switch the graphic settings to help, but, I don't know if I'm imagining any difference.

Please let me know if there's anything else I can provide

(running a Ryzen 5 1600, 32GB of RAM, GTX 1050 TI)

Congrat's from game bro, the graph is very pretty. I have a question, how do you created the levels? you created the dungeon procedurally or static

I MADE ANOTHER GAMEPLAY AND TRIED TO BEAT THE BOSS!! THE GAME IS REALLY ADDICTING!! KEEP IT UP
(+1)

Great game.

Encountered a softlock in my last game:

  1. Enter a toad room
  2. Place a shrine (eg, dummy) as soon as you can
  3. As you get drawn towards the shrine you placed, a toad shrine pops up automatically and captures focus
  4. Use the toad shrine
  5. Now you get drawn to the shrine you placed, but your hand is the exploration hand, not the dummy hand
  6. Press "no thanks" because you can't give a card
  7. Your hand is removed, and you have no cards left and cannot progress.

brilliant idea

First of all: this looks really nice, well done! I'm looking forward to the final version in the future!

Feedback of my first 2 runs below! (might share more feedback from future runs later ;)

Some words dont have an 'mouse hover' explanation (I would name this a 'tooltip') yet:

'bone to pick' on the 'picky eater' card.

'PMA', on the 'hug attack' card.

'Simmering rage' on the 'puck around' card.

'Cup of cocoa' on the 'dented thermos' card.

And more cards. But I think you are aware of this and it is because this is an alpha demo.

The 'puck around' card reads: enrage target for 1. What is 1? Do they deal 1 extra dmg or do they deal X more dmg for the duration of 1 turn? 'Enrage' also has as tooltip: 'enraged enemies deal more dmg', while other things like 'vulnerable' mention a specific percentage.

The 'gear' tooltip says 'gear cards includes shovels and other tools'. I would instead say: 'can be used for interactions outside of combat'

The map doesnt open when clicked on. Same for the draw and discard pile. This was after defeating the first 3 enemies and before the 'gift from below'. I guess I was in some sort of in between zone, code wise. After gift from below I was able to open map, draw and discard pile again.

The 'Lazarus' card has 'and' in it twice

At the first split, I unlocked the left door, then bashed in the right door. Then I was only able to walk into the right door, no longer in the left door.

'Vulnerable' tooltip on a card reads; target will take 50% more dmg. When its applied to a monster it reads 'will receive 150% more damage'. And when you attack that monster for 4 damage, it takes 10. So in this case 'vulnerable' should read 'target will take 150% more dmg'. But it seems this is a bug; maybe you intended to make them take 50% more dmg = 150% of the dmg shown on the card (thus 6 dmg, when you play a stab for 4 dmg). Instead you make cards deal 2,5x more dmg to those monsters.

At the 'have any picks?' shop, I thought I could take any card I wanted. But apparently I gain one resource per lockpick card I turn in. I would replace 'paid' in the top with 'number of picks' and 'purchase' below the cards with 'pick cost'.

My (first) game ends after this shop, as I dont have cards in hand to unlock any of the 2 doors that come next...

You could automatically end my turn when I have 0 cards left to play

Got an enemy with a red skull above its head but the tooltip is empty (I can read it once, then it dissapears, so it seems).

It seems this applies to all buffs shown ABOVE an enemies head. When it is shown below the enemy, the tooltip works just fine.

I died, then came back to life because of triggers of 'Stay puffed', and then the game thought I had beaten those enemies. I could pick a reward card, and walk past the enemies.

Also, I would trigger every instance of Stay Puffed seperately if I were you = enemy deals dmg > stay puffed trigger > another enemy deals dmg > stay puffed trigger. Now it stacks all dmg triggers and triggers Stay Puffed X times after all dmg has been dealt to you. 

I play the Soup Pot in a resting place, with Rat Jerky in my hand. But then I am drawn to the soup pot and can only add Toasty?

The Stay Puffed bugg happened again, in the next fight, this time I did not get a new hand of cards, nor did the game register my resurrection as a 'monsters defeated' trigger. Thus I was left without being able to do anything, and had to Quit the game. <End of 2nd run>

Random Scuffed Games #321

https://twitch.tv/DitoMido


Aktuelle Spielequeue:

https://rsg.ditomido.de


Vorgeschlagen von: DitoMido


Shroom & Gloom ist absolut fantastisch. Ich bekam direkt wieder das Gefühl wie damals in Inscryption und allgemein TCG Mechaniken mit infine Loops und absurden Strategien, Gegnern und Effekten, die einfach nur Laune machen diese Welt zu erkunden und tiefer zu gehen. Ich bin mir sehr sicher, dass Shroom & Gloom sehr bald überall zu sehen sein wird.

Selbst Mechaniken die sich zunächst broken anfühlen, schaffen am Ende doch irgendwie aus dem Konzept gebracht oder überrumpelt zu werden.

Wirklich stark,  nicer Artstyle, lustiges Konzept (auch mit der Erkundungsphase dazwischen) geile Musik (wenn sie nicht abbricht wegen den ganzen Effekten die getriggert werden) und allgemein steile Lernkurve.

Wünsche mir noch für den Release eine detailliertere Beschreibung der Effekte und bin Gespannt was jenseits der Shroom Tür im Gloom Land liegt!


Rating:

Dito: 5/5

Chat: 4.75/5

Gesamt: 4.88/5

(1 edit)

The game rocks, really good stuff in there <3

Found a small bug (I think) where I couldn't use "Hope" at 0 energy (to make other cards cost 1 less)

(maybe I misunderstood, maybe I had to point it at a card and I didn't because I thought it was automatic...)

(+2)

hey boss, not the dev but just wanted to chime in & let you know hope is a point & play; it'll only give its effect to one card so you have to drag it.

Makes sense, thanks for the heads up and will pay more attention next time ^_^'

Immediately addicted to this game, but I've ran across a few glitches:

The 50% revive card didn't work a few times

During the (i believe) last battle, the boss that kept giving the psychosis curse would freeze the game whenever I played a card. Even after I ended the turn, i was still taking damage from the last curses. The second time it happened, I counted how many curse cards I had and how much damage I took, and it was a lot more than the number of cards in my hand, leading to my death

I accidentally used bash a bit far from the door, which caused the card to disappear, even if it's persistent (happened only when I did it far from it, but was okay when near)

The music just decides to completely stop after the third battle for some reason and only comes up when choosing a new card (after battle ends, moles or chests and so on)

and a minor glitch, after a few tunnels, the energy pools begin to appear empty with the water texture being mashed in a straight line

also, I found a little exploit. If you have the card that heals you 3HP when bashing, you can keep bashing after the door is open to constantly heal! This helped me a lot in later battles since the tent just wouldn't be drawn, but it's still cheesing, so might as well leave it here!

Looking so forward to the full realease of this masterpiece!!

I just purchased this today and fell in love with the visuals the moment I loaded my first run! This game feel so unique from other deck builders but is still so approachable. I really hope the devs move forward with a full version because this is very rapidly becoming one of my favorite games! <3

(+1)

i did it i beat the third boss in one turn and won

i think

WOW! I love this art style. Making it first-person keeps it fresh. I love the feeling of the whole game—it's very immersive. I hope it gets fully developed if it isn't already.

I did find the fonts on the cards sometimes get garbled outside of battles on mac, not sure the reason for that. 

played the old game jam version! really excited to see what this has in store!!

I would absolutely, ABSOLUTELY love more of this! I've played a LOT of deckbuilders, and I really enjoy how this one puts a lot more focus on healing over blocking, and on progressive card upgrading. I also really enjoy the way exploration, with its separate deck, is the main way cards for the combat deck are obtained. The exploration side of things, while obviously fairly basic in the prototype, is where I see the most potential for making runs dynamic; the thought of a bunch more things being possible between combats and the strategy of building an exploration deck that aims to capitalise on a wider event variety is extremely exciting!

You have a supporter and follower here! <3

excellent game. I love how the game plays and it has a great vibe. Definitely needs more polish but that's to be expected for a prototype. Hope it turns out good and great work.

(+1)

This needs to be on Steam.

it was harder to die then it was for the game to break and turn unplayable

i was never able to make it past the first two bosses not because i died but the game would break by then

Thanks for making this game! It's been very fun to play, I already have almost 5 hours in it. I really hope to see you all continue development on this, would love to see a final product some day!

It's truly been a joy making this prototype! Thank you for playing it, and for the encouragement! We're so stoked to keep working on this game!

REALLY LIKE THE GAME AND ITS ALL CONTENT!! I REALLY GOT ADDICTED IN PLAYING THE GAME KEEP IT UP AND HOPE TO PLAY THE FULL RELEASE SOON!!!

Incredible game!

And there is a small problem. Sometimes when I hold cards, they cover the enemy health bar. I don't know how to fix this. It spoils the game experience. I hope this feedback can help you guys improve this excellent game! :)

The aesthetic and vibes of this game are immaculate! How fantastic! I feel like my only problem with it is just not enough variety and cards, but that will hopefully come as it develops more.

Absolutely incredible stuff!

Viewing most recent comments 126 to 165 of 205 · Next page · Previous page · First page · Last page