A small update that adds a couple of new options to the audio tab of the Settings menu.
There is now a slider to adjust the volume of ambient sounds, such as the waterfall sound on the first map, the ocean sounds of the coastal maps, and the wind sounds of the desert maps.
The friendly fire warning sound that plays when mousing over one of your own characters when an offensive skill is selected has been changed to something less jarring. The old, more highly noticeable one can still be used though instead if desired by checking the "Conspicuous Friendly Fire Warning" checkbox in the audio tab.
Patch 1.0.4
This update brings a few improvements to some of the early-game battles, with a focus on better balancing their level of challenge.
The second battle has been revamped somewhat, with some of the enemy characters encountered there being changed (fewer Fighters, more Marauders), as well as the starting area being moved slightly.
Enemy characters on the first, second, and fourth battles have had their behavior altered to be more aggressive.
A few obstacle/scenery objects in the seventh battle have been re-positioned.
Patch 1.0.3
This update includes a couple of requested new features: keyboard hotkeys, and the ability to view the movement radius of any character by inspecting them.
Hotkeys Keyboard hotkeys for movement and skill use have been added. Press the "1" key to select the Move button, or the "2" key to select the Skills button. Additionally, if the Skills button is already selected, then pressing keys 1 - 4 will instead select each corresponding skill (if you want to cancel the selection, just press Esc). The existing hotkeys for End Turn (Spacebar) and Undo last move (the "Z" key) remain unchanged.
Movement Range Displays Now when inspecting a character (clicking on them when the cursor is a magnifying glass), you will be able to see their movement range indicated on the ground, in the same way that you can when moving your active character. This goes for all characters, both friendly and enemy.
To better accommodate this addition, the inspection panel has been shrunk down and moved over to the left somewhat (to keep it out of the way).
Fixes:
A bug with the movement system has been fixed that would sometimes cause characters to walk in place for a few seconds when trying to move.
Fixed a typo in the Settings menu.
Patch 1.0.2
Mind Over Mushroom's first post-launch patch is now live!
Since the launch a few days ago, I've received some helpful feedback and suggestions about the game. One of the most common issues seemed to be that some people found battles to be too slow. So, among other things, this update includes two different improvements aimed at solving that: removing unneeded delays after actions, and adding an option in the settings menu to turn off the camera's "auto-move for start of turn" functionality.
Previously, there were small delays after a character used a skill or ended their turn. These have been significantly reduced or totally done away with.
There is now an option in the settings menu (under the "Other" tab) to disable the camera from automatically moving to each character as they begin their turn. This will have the effect of allowing battles to move along more quickly, because normally, the next character's turn does not start until the camera has finished moving to be near them.
Note that this setting works independently of the already existing options to turn off camera auto-move for character movement and projectiles/skill use, so if you don't want any camera auto-move functionality at all, you can just turn off all three of them (or whatever combination you want).
Also, If you really want to speed things up a bunch, there already exists an option to adjust character animation (walking/attacking) speed.
Other changes:
AI has been adjusted so that enemy characters will now behave somewhat more aggressively in certain situations.
The fifth battle has been partially overhauled to be more challenging, (but also a shorter and tighter).
Minor changes were made to the enemy character placement of the first two battles.
Camera has been adjusted to feel more responsive and snappier, especially when rotating.
A "Skip Intro" button has been added to the opening cutscene, which will skip the entire intro if clicked.
Mage's skills now inflict a -15% damage output status effect on themselves when used, instead of the previous -10%.
When trying to move to a location where another character is already standing, the "Location already occupied" message will now correctly be displayed.
Fixed inaccurate text in the tooltip of one of the Marauder's skills.
If you have any further feedback or encounter any other bugs, please let me know in the forum!
Mind Over Mushroom Officially Released!
Mind Over Mushroom has finally launched!
It's been a little over three years since I first started work on this game, and I'm really excited today for people to finally be able to play it!
If you have any questions about the game or run into any bugs, please let me know in the forum: https://steamcommunity.com/app/791800/discussions or you can email me directly if you want at contact@binaryjellyfish.com
Thanks for your interest in the game, and I really hope you enjoy it!
Mind Over Mushroom has a release date! The game will be launching August 17.
Here's the new launch trailer:
https://youtu.be/UomebsJ7xXc
A Look at some of the Character Classes
One of the core things I want this game to have is a wide variety of interesting types of characters to use. I also want to make sure that they are all useful in their own way, and to try to keep them roughly balanced with each other overall.
Each battle begins by choosing up to six characters from the classes you’ve unlocked and placing them into the map’s designated “starting zone”. Since individual characters are not persistent between battles and do not level-up, you're encouraged to experiment with whatever combination of characters you think will be most effective for that given battle (or just whichever ones you prefer).
While only a few types characters are available initially, more than a dozen others can be unlocked over the course of the game. Here’s a look at some of them:
Mage Casts magic spells from a distance. Powerful, but fragile.
The Mage possesses powerful, long-range attacks, of both the single-target and area of effect variety. It is also however, quite fragile – a classic glass cannon.
In addition, every time the Mage uses one of it’s skills, it is temporarily afflicted with a status effect which slightly lowers it’s offensive power. This game doesn’t use a mana system, so the Mage can keep casting spells indefinitely if needed, but without taking a few turns to let these status effects wear off, their attacks will grow gradually weaker.
Stone Golem A robust creature made of stone. Has such great strength that it fractures the brittle rock it's made from when it attacks.
The Stone Golem is extremely robust, having significantly more health than any other character. It also has some impressively powerful melee skills. Every time one of these skills is used however, the Stone Golem inflicts some damage to itself.
Traveler A visitor to exotic and distant lands. Has a very high movement range, and specializes in boosting the movement range of teammates.
The Traveler has the highest movement range of any character. While lacking any serious offensive capability, the Traveler has the very useful ability to temporarily boost the movement range of other characters. Having the Traveler work in tandem with another character that lacks much movement range of their own can be very effective in certain situations.
Tar Slime A gloppy mess of tar and the bones of long dead creatures.
The Tar Slime fills sort of a hybrid, support/offense role. It has a skill that applies a buff to it's own offensive power, while also applying a similar debuff to it’s target – effectively “absorbing” some of it’s strength. It also has the ability to inflict movement-range-diminishing status effects.
Creation of a Map
Here's a behind the scenes look at the creation of one of Mind Over Mushroom's maps.
You can watch a timelapse video of the whole process:
https://youtu.be/EtFSRDcPWkU
Or read on for just some of the highlights
Simple Beginnings The map starts out as just a simple, flat square. The first step is to just outline the shape of the island's shoreline.
Basic Shape After blocking out the rough form of the island, various modifiers are then used to give the map a stylized, low poly look.
Lots of Modeling Next comes the bulk of the work - lots and lots of small adjustments to get every part of the 3D model looking just right.
Adding Color With the modeling done, the island is imported into the game, where the different parts of the terrain are given color.
Final Result With the addition of trees and rocks for characters to hide behind, as well as a lot of decorative small plants, the map is finished! This map is planned to be the site of a boss fight, with the central, raised area of the island acting like sort of a citadel for the boss.
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