This is an early demo version of Shroomstead. Please let me know of any issues or suggestions! Thanks and enjoy!

Join our discord! 

https://discord.gg/9AAzXEG5nT

StatusIn development
PlatformsHTML5
Rating
Rated 4.3 out of 5 stars
(12 total ratings)
AuthorPetoCheeto
GenreStrategy
Made withUnity
Tags2D, Incremental, Indie, Pixel Art, Short

Development log

Comments

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(+1)

pretty weird for an incremental game to pause when it doesn't have focus. literally even clicking out of it, but keeping focus on the tab.. still freezes it... so this game has zero idle to it. if it did, i'd be quite interested i think.

(+1)

Haha thats quite valid. My initial thinking was since it's a primarily active incremental game it didn't need to be a priority, but as I think about it more, I can see how it would be nice to leave the harvesters alone for a run. Sorry this was a bit of a dealbreaker, but i really appreciate you trying it out and leaving feedback! This will definitely be fixed soon!

here's one idea: you could add an upgrade that will auto start a run ever X seconds. and have it start as a pretty high X with upgrades to reduce it.

but not if you are dead set against idle play in which case nm

Really fun little game! I Hope you upgrade it! I made a video of my gameplay

(+1)

Thanks for checking out my game and making a video about it! Super appreciate it! There will hopefully be a steam page up with an majorly uipgraded demo soon!

Great! If you need playtesting count me in! I'll turn off the music tho because the video got copyright striked because of it :(

feel free to join the discord to join play testing! We just opened it but hoping to get it a bit bigger

(1 edit)

This was a very fun game (bought every single upgrade to confirm there were no hidden upgrades left).

Some small bugs that I found (except for the mushroom taking over my hole screen, other people have mentioned it) are:

1: when I fully bought the click upgrades, the game lagged for a very short time each time I clicked. Probably something to do with the amount of mushrooms and the calculations on the backend (maybe its checking every single mushroom if it is contained in the circle, and because of the big scaling it lags the game), I naturally can't access the backend, but from my perspective that sounds like the most reasonable explanation.

2: There are some upgrades with numbers on them showing the back-end values (like growth speed), but personally I would suggest rewriting those into seconds:miliseconds. (this is just one calculation on the backend, but makes it more clear for the end user). Also the gold chance is kinda wierd with it's value, so people can get confused because it shows 100 even tho it doesn't have a 100% chance of being gold.

Very fun like previously stated, with small bugs that don't really ruin the game, but I would recommend fixing them, as these could have some major effects lateron (more as in fixing them lateron, as code layered on code becomes unsearchable).


Short list of bugs (this includes both mine, and just general ones):
1: ui is hidden behind mushrooms
2: way to many mushrooms to reasonable collect with both the collectors and your mouse
3: hidden upgrades
4: game lags when clicking cursor when having the cursor upgrades
5: numbers in upgrades unclear

These are minor bugs, some of them fixable with only a few lines of code, others a bit more difficult, but they all look pretty easyish to fix.

Gl with the game, and I hope the features get added (that other guy had great ideas, but I believe you can also come up with some great ones, as you already made this)

Bye


edit:

Forgot about the targetting thing from the collectors, it's kinda wierd with 500+ mushrooms that they still chose to ignore the close ones, the oldest one targetting is I think 100% the reason, but what you could do is make set positions for mushrooms, keep these values known, and put a counter from 0-1 that saves if there is a mushroom there or not, then when a collector searches for the next mushroom, it looks for the closest position values around it, and if one of those is 1, it goes there, checks again and repeats, if multiple of those are 1, it goes trough this process (I think in java but im not sure):

Math.floor(Math.random*x)

x is the amount of them closeby
this generates a mostly random number between each of them, and goes to that one, this fixes most of the bugs this new thing could create, and fixes the most annoying part of the game.

Bye, once again.

(+1)

Wow, thanks for all the feedback this is awesome! I'm super glad you enjoyed it and I will definitely look into fixing those things!!

If you want someone to playtest a new build, know that I am available (most of the time). Hope to see most of the bugs patched out, and new features being added, If you wan't to playtest yourself, maybe use a virtual machine that has a very little amount of ram, and limitted cpu processing power, so you can test the game out on a weaker pc, makes it so those lag spikes can be noticed a lot easier, so you can fix them.

It was a very enjoyable (but short) experience, just hit me up when you updated something that needs to be playtested, or when a new edition comes out, I really like idle games so this is just giving back to a community I really love

Bye, and gl with your game development, and hope to see more great games like this one from you.

that’s actually really helpful. Do you have discord so we can chat there? Mine username is the same as here

I'll add you, mine is also the same name as here.

Loved it.  UI elements like the score and timer shouldn't be obscured by the action but that's my only minor quibble.

Awesome, glad you enjoyed it and thanks for the feedback!

(+2)(-1)

So I want to start out with I hope you don't take all of this as harsh criticism. If I hated or disliked the game I wouldn't take the time/effort to write all this out as it's a lot of work to take the time to do so imo, I would just move on. But here I am, so I want to see this concept potentially go somewhere.

Atm the game is extremely barebones. You're already aware of that however which is good. You have a good concept here (though I'm kind of disappointed it's just the same style of game that's been popping around a lot lately, I hope you try to branch away from it somewhat and become more unique!) but so far the only mechanics are grow/multiply mushrooms & collect a currency. I would recommend looking into implementing more mechanics to keep the game interesting as eventually the satisfaction of watching the mushrooms multiply will wear off and the game will lose any excitement it had. 

Some mechanics you should look into are especially active ones. Something other games of this style have over you are they are usually very active in gameplay requiring player input throughout the stage but once you get enough harvesters it becomes too tedius to keep clicking mushrooms yourself and you just take the loss in income. Some examples on how you can make it active are abilities (I.E. exploding click will cause a big explosion collecting mushrooms in a large radius, an AoE ability that you can place somewhere to collect mushrooms for x amount of time in that area, an ability that makes mushrooms worth x times more on click making it more worth looking for the rarer mushrooms like gold mushrooms) or upgrades like collecting currency in the middle of the round increases it worth, clicking the screen speeds up harvesters etc.

Atm the game gets really op with how fast mushrooms ramp up in speed due to multiplying. So I think you should also introduce mushroom evolution. New mushrooms from collecting a mushroom have a chance to evolve into a new type of mushroom that takes longer to grow, however ofc it's also worth more. This will help prevent the issue of there being too many mushrooms later on, needing too many collectors to keep up while also allowing the implementation of more round time upgrades & mushroom grow speed upgrades and even unique upgrades like red mushrooms are worth +x more and white mushrooms are worth +x more. In regards to collectors, their AI is really strange from an efficiency point of view. They can go from one end of the screen to the other when there are multiple grown mushrooms around it, not entirely sure how it works (maybe it targets the oldest grown mushroom) but it would be cool to see upgrades implemented to help curb this, i.e. an upgrade that gives collectors a chance to harvest mushrooms they pass through on the way to their target!

Some cool things I'd like to see if you're interested as well are special mushrooms, like a blue mushroom that has a rare chance to spawn but freezes the round timer when collected. Little creatures that might try to steal your mushrooms if you don't pay attention & click to shoo them away (maybe upgrades to get something like the collector which will help you shoo them away). And different types of collectors, like a more powerful version that might spit out more currency when collecting mushrooms but has a charge & you need to recharge (i.e. clicking on it) or a collector that will collect currency for you with a multiplier but moves around super slow (it just moves around randomly with a "Vacuum" radius around it)

Finally just some minor issues with the game, the UI is a bit of an oof. Mushrooms take priority over *everything*, everything gets put in the background behind mushrooms, your currency at the bottom left, the stage timer etc. This is just frankly kind of weird. Also little mushrooms can grow "on top of" grown mushrooms and they make the already small hitbox of a grown hitbox even harder to click. When you full-screen the game, the locations of mushrooms seems to be inconsistent. Mushrooms that were previously at the near tip-top of the screen are now completely off-screen where only a collector can grab it. Also feel like currency shouldn't be on top of upgrades but below them, so you can take a look at your upgrades properly while collecting the currency after a round end. Finally, not really an "issue" but it would be nice if branch upgrades were visible as like a ? block with x/x on it so you know that upgrading will unlock another upgrade. Wasn't sure if upgrades like gold mushrooms will have more upgrades or not i.e. when fully upgraded or just even partially upgraded. Turns out mushroom multiplication did have another upgrade to unlock when fully maxed, so would have been neat to have known with a ? x/10 block to the left of it!

Thanks for the fun 15-30 minutes it was really satisfying watching the mushrooms multiplying and I hope you really do something awesome with the game, you don't have to necessarily follow/implement the suggestions I have. They're mostly there to brainstorm ideas for your game and what's most important is your own vision for the game! I don't want to interfere with that c: Good luck with the game and I'll try to check back here and there for updates :D

(+1)

Hey man! This is sooooo helpful, I really appreciate you taking the time to leave these comments. A lot of these these things, and in particular the fact that it loses it's active nature too quickly were already on my radar, but these suggestions are SUPER helpful. I really like the little creature idea. I'm definitely trying to make it more active and I really appreciate this! Thank you so much and I'm glad you enjoyed it even if just for 15 minutes!

No problem! I look forward to seeing what you can create & I'm glad my suggestions are so helpful :D

haha I already started implementing them :)

(+2)

Hey everyone! Just posted a new update, it was mostly bug patching with the most significant bug that I fixed being the one where the mute button would prevent mushrooms from growing. I also added an upgrade to improve harvester AI and remove the wait time before finding a new target mushroom. Enjoy!

Also, I'm not exactly sure what this is going to do to saved progress so if someone who played it previously tries it out, I'd appreciate it if you let me know what it does!

The game doesn't work if you mute it. Mushrooms refuse to grow or be picked.

(+1)

Yeah, that's one that I'm working on fixing right now! Thanks!

It's really nice game!
I would make the shrooms have a bigger hitbox so it’s easier to click on them, or increase the cursor's radius with a skill. Because it’s a little hard to click on them.

Also, when you harvest a shroom that your harvester is about to harvest, it stops for a second and finds another shroom, which is a bit jarring. It would be nice if it immediately went for another shroom. It’s not really noticeable when there are a lot of shrooms, but in the early game, it feels a little strange.

Sometimes I accidentally start a new run without spending any points, so a feature to end a run early would be nice.

It would also be nice if there were a skill that speeds up drag collecting.

Even with max harvesters, it’s not nearly enough to harvest all shrooms in the late game, so I think it would be nice if there were a possibility to have even more harvesters or make them more efficient.

(+1)

Wow, thanks for all the feedback, a couple of those things are already being addressed in the next update which i hope to release soon!

Audio issue when multiple shrooms grow at the same time: The volume of the "pop" sound multiplies based on how many shrooms popped at once. Making the start of round shroom pop loud af.

Ah, I'll work on fixing that one! Thanks!

I'm very excited to see where this game goes. I think an upgrade that could be good for later in the game is drag collecting. Like if I click and drag all mushrooms that I hover over collect without needing to click on them. It would definitely have to be a late-mid to late game upgrade tho.

(+1)

ooooh thats a really interesting idea! And thank you, the positive reception of this has definitely encouraged me to keep developing it!

I agree with the other comments that the game needs auto-collect. Other than that, nice game.

(+1)

Cool, cool will work on that!

I think its great, and would like to see where you go with it.

heeeey, thank you!

(-6)

auto collector is far too slow and useless. it shouldnt have a 2 second delay between picking a shroom and selecting the next, it should be instant. furthermore : DO NOT MAKE THE USER MOUSE OVER CURRENCY TO COLLECT IT. just collect it, period. dont waste GPU power on floating dots that are absolutely not programmed very well, JUST GIVE US THE GODDAMNED CURRENCY.

(+3)

haha thanks for the feedback. I'll definitely look into changing those! If i may ask, other than those what did you think of the prototype?

(-8)

extremely basic. like whipped up in a day basic.

(+1)(-2)

I agree on the auto collector thinng, or at least let us upgrade it, 
But I totally disagree on the currency thing, if you have GPU issue for this game, consider buying a new PC, floating currency is a known & working mechanic on NodeBuster's genre, it just adds more interaction & limitation for better game mechanics.


Also I'll add on last, dev is not your slave.

(+3)

There is an upgrade the increase the speed of the autocollector, but the pause between isnt actually a "feature." I'll have to figure out how to speed that part up.

(-8)

"limitation for better game mechanics." are you retarded?

You lack of game design knowledge, limitation for better mechanics is a basic.

I'll give you popular exemple to educate you since you seems to lack of brain matter,

Pokemon : You can't catch a full HP pokemon.
Minecraft : You can't run infinitely (food)
Node buster : You have a time limitation


Same for a lot of game, you always have something you can't do for any reason, that's what creates other mechanics to find a solution to do it by another way.


Pokemon : You have to hit the pokemon to catch it (without the limitation, you could just instantly catch)
Minecraft : Creates a way to farm food, kill mobs to eat, otherwise if food wasn't here, you would have less gameplay..


Educate yourself kid.