The Lair of Fungal Wonder by NiallM
Inspired by Jeff Vandermeer's Ambergris. You are tasked with exploring a cavern filled with strange and exotic fungi. Can you scan all the species found there, or will the fungi turn against you?
Source is GPL, assets are Creative Commons Sampling Plus.
There are two endings.
A post-compo version can be found here: http://www.niallmoody.com/games.htm#TheLairOfFungalWonder
Source is GPL, assets are Creative Commons Sampling Plus.
There are two endings.
A post-compo version can be found here: http://www.niallmoody.com/games.htm#TheLairOfFungalWonder
Ratings
| Coolness | 14% | 50 |
| Overall | 3.83 | 6 |
| Audio | 3.78 | 4 |
| Community | 3.93 | 13 |
| Fun | 3.30 | 31 |
| Graphics | 4.63 | 1 |
| Humor | 2.11 | 87 |
| Innovation | 3.83 | 12 |
| Theme | 3.74 | 38 |
There are two endings depending on how you play.
NiallsDrawingLib/OpenGLDrawer.cpp: In member function 'void OpenGLDrawer::setupShaderFunctions()':
NiallsDrawingLib/OpenGLDrawer.cpp:1428:30: error: invalid conversion from 'GLhandleARB (*)(GLenum)' to 'GLuint (*)(GLenum)'
NiallsDrawingLib/OpenGLDrawer.cpp:1429:24: error: invalid conversion from 'void (*)(GLhandleARB, GLsizei, const GLcharARB**, const GLint*)' to 'void (*)(GLuint, GLsizei, const GLchar**, const GLint*)'
NiallsDrawingLib/OpenGLDrawer.cpp:1430:25: error: invalid conversion from 'void (*)(GLhandleARB)' to 'void (*)(GLuint)'
NiallsDrawingLib/OpenGLDrawer.cpp:1431:31: error: invalid conversion from 'GLhandleARB (*)()' to 'GLuint (*)()'
NiallsDrawingLib/OpenGLDrawer.cpp:1432:24: error: invalid conversion from 'void (*)(GLhandleARB, GLhandleARB)' to 'void (*)(GLuint, GLuint)'
NiallsDrawingLib/OpenGLDrawer.cpp:1433:23: error: invalid conversion from 'void (*)(GLhandleARB)' to 'void (*)(GLuint)'
NiallsDrawingLib/OpenGLDrawer.cpp:1434:30: error: invalid conversion from 'GLint (*)(GLhandleARB, const GLcharARB*)' to 'GLint (*)(GLuint, const GLchar*)'
NiallsDrawingLib/OpenGLDrawer.cpp:1435:28: error: invalid conversion from 'void (*)(GLhandleARB)' to 'void (*)(GLuint)'
make[2]: *** [OpenGLDrawer.o] Error 1
make[2]: Leaving directory `/home/raph/Desktop/TheLairOfFungalWonder-1.00/src'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/raph/Desktop/TheLairOfFungalWonder-1.00'
make: *** [all] Error 2
I'm using Archlinux, if that can help. Don't hesitate to mail me if you need more details : zumtheren 'at) gmail dot com
as usual, some french feedback : http://oujevipo.fr/10-minutes/the-lair-of-fungal-wonder
I've liked your previous LD entries too so keep up the good work :)
Really liked the way the spore-guns stuck to you too, though I was less sure of the way that you scanned the mushrooms.
I just found a bug with the linux port where the sound was getting delayed. This was in my framework code (not anything I wrote during the weekend), so I've uploaded the fixed version to the same url.
However - I feel that the mechanics work against it.
Trying to scan the fungi is frustrating because of the lethalness of EVERYTHING (including the white spores, because it ruined the mission for me each time). Single-hit mechanics are a sad story, and it doesn't do your work justice. (Also - sometimes the random generation put two large mushrooms together, and I couldn't get through unarmed... restart again!)
I tried to get the alternate ending, and single-hit deaths got me again, numerous times.
I ended up rage-quitting, without having attained either of the endings.
The controls seemed a little to jumpy for the precision required to scan the mushrooms. I managed to do it anyway, but it would have been better with either a joystick, or if the ship took longer to get to full speed.
I tried for the 2nd ending multiple times, but found it almost impossible to get past the swarm of falling rocks and red spores. If I could shoot the rocks and/or the spores then I might have had a chance.
The sound effects seemed a little quiet relative to the music, especially the one for finishing a scan.
The randomness in your game became a problem in a couple ways. At one point I came across a tall mushroom on the bottom near a tall mushroom on the top. I don't think it was possible to fit through without shooting one (but I didn't have any shooters at that point). Another time, all the spore shooters on my ship were being placed on the bottom. So I was being shot at by mushrooms on the top, but I couldn't shoot at them.
I recommend requiring a minimum distance in between tall mushrooms on the top/bottom. As for the shooters, you could place them in a predetermined pattern, alternate placing one on top/bottom, or place them where they collide with the ship.
Interesting mechanic.
I also LOVE the bizarre mechanic of what happens if you let the non-kill floating spores stick to you. They shoot a weapon that then angers the cavern and causes them to escalate with more hostile specimens. Makes me feel like I'm playing a Nausica Valley of the Winds game! Really enjoyed the environment, the controls, the polish. I guess the only thing is I don't quite get how it relates to the theme in that you aren't really supposed to use the enemy spores ata ll. Other than that though--excellent job!
The watercolor visuals are gorgeous, and the ambient music really works with it. The enemies giving you weapons you don't want was a cool twist.