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.
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>
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!
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.
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
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.
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!
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.
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!
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.
For me the half life revive card (lizard tail equivalent) didn't work the first time I picked it, so I didn't pick it again since then. Other than that it is already a very enjoyable expansion to the jam version.
I do think that balancing is nonexistent as of now, winning a run comes down to what cards you get in the first 2-3 rewards and if you can scale them up fast.
Did I miss something or is it really hard to remove cards from the combat deck?
Anyway great job on the game, I like the aesthetics on the beginning when the dungeon seems to be more alive. And the color tint variations make it more interesting :)
A small note on the sounds, for me combat music cuts off sometimes abruptly, sfx are always there but the bg muic has some issues. Also when in combat my cards are not disappearing when I hit end turn only when it is my turn again and I try to click one of them from the last round.
I would love to see an auto-save system at the end of combats or something, even if a run is not long, it is sad to leave a good build behind when I don't have enogh time to finish in one go.
also the main boss is ridiculous. There is no way to beat this shit man. Getting there is way too slow, and it is so boring to start over all the time. Dealing like 50 dmg and 2-3 psychosis every turn is just not fair I mean I started with a lot of health and I didn't get any attack cards in my hands for 3 turns. I mean the difficulty jump is insane compared to the other enemies.
Okay I beat it after like 20 runs. I managed to softlock myself with the toad lake. Also for me Bashing with the foresight is not healing me 3 health ever - and even the rage is not appearing.
Needs balancing but holy cow is this game neat. So unique to look at and the sounds and music are awesome. I'll share this with everyone I know, I really hope you guys get to make a full game!
I remember watching aliensrock play this a while back and thought it was nice then and gotta say it looks even better now. Unfortunate that I managed to softlock myself on both of my runs but makes sense given it is WIP, i think adding some button to reset the current room would be welcome addition during development, since replaying the whole thing if this keeps happening could be quite tiresome.
Nonetheless, great stuff, can't wait for full proper release
Incredible prototype. I can't believe this was made in 3 months! You guys have amazing potential as a team, the efficiency is off the roof, and the quality is incredible too!
I did notice a few bugs like some cards not updating when ATK buffed, or some sfx don't play, but overall it is an incredible game, with unique (in a good way) mood, and feeling. Very addicting too, and this is the first roguelike I ve played that allows you to control your own health while playing to this amount! The cards are also fun, hopefully with more content this level of enjoyment is kept (IMO definitely allow the player to unlock extra card stuff as they go on, to allow them to see this version of the game that has this very compact level of deck building, might get harder with more cards from the start)! Great stuff guys, incredible little prototype. I am very inspired to see this level of quality in such a short dev time. I ll be watching this space
Works great on M3 Pro MacBook. Only bug I noticed was that some text on cards has black behind it making it hard to read. I love the concept and design though and hope to see it on Steam someday!
Shroom And Gloom is one of the best titles I've played in the roguelike genre. The game is very challenging and, after many attempts, I only managed to get past the first boss. I like the art and the gameplay. It could just be better optimized since it's a relatively light game, but it makes my computer lag when I restart the game during the map's intro. Other than that, it's an excellent game with huge potential.
"I really enjoy this game, but there are some bugs along the way.
1.The practice dummy skips the second upgrade option when two upgrade options appear, making it impossible to upgrade. The first upgrade option is an attack skill card, and the second one was supposed to be an attack card, but for some reason, it turned into an exploration skill card when I made the choice.
2.After this happened, I went to the next level and found that all my attack cards were missing, only food and passive attack cards still remain,which led to my death.
Lastly, I want to thank you for creating this game. If it were available on Steam or other game platforms, I would definitely buy it! My budget is around $10-15. I'm from Taiwan, so I can't offer a very high price.
I found the game very interesting and am excited about its future. I plan to buy it once the full version is released.
However, I tend to get motion sickness and my eyes tire easily. Especially with "Chromatic Aberration" and "Camera Shake," I quickly felt nauseous and fatigued, limiting my playtime to around 10 minutes per session.
The Chromatic Aberration effect creates a great atmosphere and I really like the graphics it produces.
... I understand this is just a demo. Going forward, I would appreciate it if you could consider adding an option to toggle these effects on and off.
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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
Great game.
Encountered a softlock in my last game:
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
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...)
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
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.
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!
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!
For me the half life revive card (lizard tail equivalent) didn't work the first time I picked it, so I didn't pick it again since then. Other than that it is already a very enjoyable expansion to the jam version.
I do think that balancing is nonexistent as of now, winning a run comes down to what cards you get in the first 2-3 rewards and if you can scale them up fast.
Did I miss something or is it really hard to remove cards from the combat deck?
Anyway great job on the game, I like the aesthetics on the beginning when the dungeon seems to be more alive. And the color tint variations make it more interesting :)
A small note on the sounds, for me combat music cuts off sometimes abruptly, sfx are always there but the bg muic has some issues. Also when in combat my cards are not disappearing when I hit end turn only when it is my turn again and I try to click one of them from the last round.
I would love to see an auto-save system at the end of combats or something, even if a run is not long, it is sad to leave a good build behind when I don't have enogh time to finish in one go.
also the main boss is ridiculous. There is no way to beat this shit man. Getting there is way too slow, and it is so boring to start over all the time. Dealing like 50 dmg and 2-3 psychosis every turn is just not fair I mean I started with a lot of health and I didn't get any attack cards in my hands for 3 turns. I mean the difficulty jump is insane compared to the other enemies.
Okay I beat it after like 20 runs. I managed to softlock myself with the toad lake. Also for me Bashing with the foresight is not healing me 3 health ever - and even the rage is not appearing.
Needs balancing but holy cow is this game neat. So unique to look at and the sounds and music are awesome. I'll share this with everyone I know, I really hope you guys get to make a full game!
I remember watching aliensrock play this a while back and thought it was nice then and gotta say it looks even better now. Unfortunate that I managed to softlock myself on both of my runs but makes sense given it is WIP, i think adding some button to reset the current room would be welcome addition during development, since replaying the whole thing if this keeps happening could be quite tiresome.
Nonetheless, great stuff, can't wait for full proper release
Incredible prototype. I can't believe this was made in 3 months! You guys have amazing potential as a team, the efficiency is off the roof, and the quality is incredible too!
I did notice a few bugs like some cards not updating when ATK buffed, or some sfx don't play, but overall it is an incredible game, with unique (in a good way) mood, and feeling. Very addicting too, and this is the first roguelike I ve played that allows you to control your own health while playing to this amount! The cards are also fun, hopefully with more content this level of enjoyment is kept (IMO definitely allow the player to unlock extra card stuff as they go on, to allow them to see this version of the game that has this very compact level of deck building, might get harder with more cards from the start)! Great stuff guys, incredible little prototype. I am very inspired to see this level of quality in such a short dev time. I ll be watching this space
dang...this will be one of the goats. I know it. Keep it up guys. I'll be forever patient with this one. Peak gaming
Damn, what a cool comment to get at the end of a long day working on the game. Thank you so much!
Works great on M3 Pro MacBook. Only bug I noticed was that some text on cards has black behind it making it hard to read. I love the concept and design though and hope to see it on Steam someday!
pretty good game but it needs more polishing luckally this is just a prototype
i look forward to when the game is more polished :]
This looks incredible, congrats on such an amazing game!!!!
Realmente se ve interesante este proyecto! Estudié Game QA el año pasado y es posible que le haga un seguimiento para mi portafolios ;)
Shroom And Gloom is one of the best titles I've played in the roguelike genre. The game is very challenging and, after many attempts, I only managed to get past the first boss. I like the art and the gameplay. It could just be better optimized since it's a relatively light game, but it makes my computer lag when I restart the game during the map's intro. Other than that, it's an excellent game with huge potential.
"I really enjoy this game, but there are some bugs along the way.
1. The practice dummy skips the second upgrade option when two upgrade options appear, making it impossible to upgrade. The first upgrade option is an attack skill card, and the second one was supposed to be an attack card, but for some reason, it turned into an exploration skill card when I made the choice.
2.After this happened, I went to the next level and found that all my attack cards were missing, only food and passive attack cards still remain,which led to my death.
Lastly, I want to thank you for creating this game. If it were available on Steam or other game platforms, I would definitely buy it! My budget is around $10-15. I'm from Taiwan, so I can't offer a very high price.
Thank you!"
Made a video
Yesssss! You spuds never let us down!
We loved playing the jam version way back so had to play the new version.
my GTX 960M was on fire, I had to quit it
Our condolences.
Did you try dropping your resolution and disabling ambient occlusion?
XD I Will try! Other Than that I was enjoying the experience! I Will also try a Mouse when I can, the controls are a bit clunky on a laptop now.
我非常喜欢这个游戏,虽然没有中文我还是玩的不亦乐乎,虽然这给我在我理解游戏上给我产生了非常大的阻碍,不过能看到这个团队对这个游戏如此上心,我能玩到更多的内容,为此感到开心
i really want to play it but the file keeps crashing my pc rip
Are you struggling to unzip it? If so, have you tries using 7zip - that usually works fine.
end turn shouldn't be over on the right i dont want to turn camera to end turn
You can hit space!
YES. FINALLY.
Yes! Yes! Yes!
Hi,
I found the game very interesting and am excited about its future. I plan to buy it once the full version is released.
However, I tend to get motion sickness and my eyes tire easily. Especially with "Chromatic Aberration" and "Camera Shake," I quickly felt nauseous and fatigued, limiting my playtime to around 10 minutes per session.
The Chromatic Aberration effect creates a great atmosphere and I really like the graphics it produces.
... I understand this is just a demo. Going forward, I would appreciate it if you could consider adding an option to toggle these effects on and off.