Myco is a turn-based game where both the tiles and enemies have HP and can be destroyed.
There are many interactions to discover, but here are some basics:
Each turn, you can move and attack with one of three spells, selected via buttons in the bottom left corner: A red square indicates that a tile will take damage next turn: A red circle indicates that an enemy (or the player) will take damage next turn: An indicator with colored corners and an icon indicates an elemental effect on a tile next turn: A gray indicator resembling a shield indicates that an enemy is immune to damage from that element. Defeating an enemy with damage will award a currency that can be spent at the end of the turn to heal or to build.
Defeating an enemy by destroying the tile beneath it will not award currency, but might be helpful in a pinch.
Clicking the blue check-mark in the bottom right will end your turn.
At the end of each round, you can choose to upgrade your movement, or a spell— discover all three stages of each!
Myco isn't meant to be beaten on the first go— every run is different, and each spell has different strengths.
10/4/21: Fixed bug with a tile being invulnerable, fixed some animations not working as intended, fixed health values of some enemies being incorrect.
10/5/21: Fixed crash with boss, fixed part of boss rendering behind tiles, fixed death freeze bug, fixed electricity animation rendering incorrectly, fixed bug making repeated movement difficult, fixed player casting animation not playing, fixed some enemy spawning and enemy movement errors and crashes.
10/7/21: fixed boss movement bug, fixed hud display being a pixel off.
Wow this is actually really cool! I love that besides getting upgrades you also have to plan and plan your board layout. The art is also super clean and well made!
Cool game, it has a strong identity with the music and the graphics ! Good idea to have to rebuild part of the level between rounds, it's interesting and fits the theme.
Wow, this one has a lot going on and I'm sure you can do some cool stuff combining all mechanics! I got 3 levels deep but then got insta killed by some scary thing. It would be cool if the enemies reacted to what you do in your turn instead of locking in their move before you do anything, but other than that great job!
Really loved this one. Crunchy turned based actions (ala Into The Breach), polished graphics, great music, and perfect take on the theme. If I had to gripe, I would have liked to have seen some descriptions on the upgrade to help onboard the user. Otherwise, great work!
I love art style and mood created by audio. It's so simple yet so effective. Also core mechanic is pretty solid for me. I would like to have some predesigned levels to explore the mechanic further!
Pretty fun, although the upgraded rock drop seems kind of self-defeating. Doing extra damage to a ton of the platforms ended up being worse more often than better, I'd rather have the precision of the first level strike most of the time. Managing the platform stability seems like the most difficult aspect, so it feels bad when you can't damage the flying fire guys without just obliterating your entire map.
Aside from that, good game, really solid for a jam.
This is really cool! The feedback is amazing, I always know that I'm about to do something if I click. My favorite is the tiles lifting up to let me know that it's about to be selected.
The only piece I feel is missing is clear communication on WHAT I'm about to do. Perhaps expand into a tutorial that only lets me use one of the 3 abilities and is set up in a scenario to make it really clear what that ability does. I think I got the gist of it after a couple of rounds, but it could help with onboarding new players.
And since I think you've really got something good here that you can run with, I think it would be a small improvement for the spell animations to have more direction to them, making it clear who it's coming from and where it's going. Some of them just appear and end so quickly that I questioned a few times, "did I do that? Or is that the enemies attacking me?"
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Aside from that, good game, really solid for a jam.
The only piece I feel is missing is clear communication on WHAT I'm about to do. Perhaps expand into a tutorial that only lets me use one of the 3 abilities and is set up in a scenario to make it really clear what that ability does. I think I got the gist of it after a couple of rounds, but it could help with onboarding new players.
And since I think you've really got something good here that you can run with, I think it would be a small improvement for the spell animations to have more direction to them, making it clear who it's coming from and where it's going. Some of them just appear and end so quickly that I questioned a few times, "did I do that? Or is that the enemies attacking me?"