My Celium
======================= READ BEFORE PLAYING =======================
"It's MY celium, not yours!"
My Celium is a graph-based 4x game where players control a fungal colony with the goal of s p r e a d i n g their mycelia taking over the entire ecosystem. The player begins with controlling a single node on the graph, and, throughout the game, must balance their conquering, farming, and battling efforts.
Controls
- Point and click
- Click two adjacent Shrooms to select the edge connecting them. The direction you select is from [first click] -> [second click]
- Use the Transfer Adjuster on the bottom bar to adjust how much sustenance is being transferred in that direction
- You can only change the amount of transfer from your shrooms to any other shrooms
- Hover over Shrooms to see their stats
- Reach 100% Spread to advance to the next level. There are a total of 3 levels, which get exponentially harder :)
- Press Escape to open the pause menu
Battle Mechanism
- If 2 adjacent Shrooms are of different species (Player and Enemy), then the net transfer will be dealt as damage to the Shroom with the lower transfer value
- For example, if the Player Shroom transfers 5 sustenance towards an Enemy, and the Enemy shroom transfers 3 sustenance towards the Player, the Player will deal 2 damage (5-3) to the Enemy Shroom
Shrooms
Shroom | Species |
| Player Shroom, AKA you |
| Neutral Shroom, just waiting to be conquered |
| Enemy Shroom, which will try to attack you via its sustenance |
| Shop Shroom, which you can purchase items from if you conquer it the first time |
Stats
Icon | Stat | Description |
| HP | This represents how much damage the Shroom can take before being converted to the other species (either player or enemy). After being converted, the HP of the Shroom resets to its starting HP. |
| Production Rate | The amount of sustenance per turn that this Shroom can generate. Sustenance is the main unit of damage in this game |
| Transfer In | The sum of all sustenance coming into this Shroom in this turn |
| Transfer Out | The sum of all sustenance going out of this Shroom in this turn |
| Storage | How much sustenance is “stored” in this Shroom. [Storage next turn] = [Storage this turn] + [Production Rate] + [Transfer In] - [Transfer Out] |
| Capacity | Maximum storage this Shroom can have |
Comments
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I was actively trying to lose the game when I tried it because I felt like I wasnt really tutored how the spreading from one shroom to the next worked. Because just clicking "end turn" made me win all the way to the last level. And after 800 turns on the last level of just trying to see if I auto win or auto lose by spamming end turn, I gave up. Theres a stalemate that occurs at around 10% spread, that I presume isnt intended but Even when I tried to modify the shrooms to lose it didnt work out, as I over the course of these turns figured out how to do the spreading. Which I get now how its supposed to work, but was very poorly conveyed to me when i started the game. I think with some UI polish this could become a fun game to play. As a button spammer I feel like the clicking sound could use a little bit less bass because it was like a drum banging in my head for a while, making me want to mute it.
Best of luck in the competition!
It took me a solid 10 minutes but I did it first try with 70 rounds on the last level. For the first 2 levels it just felt like i was pressing random buttons and somehow I won.
The third level is where I understood what to do and I finally beat it.
My biggest likes of the level were the art.
The art style was extremely cute and I also enjoyed the music which was extremely peaceful and entertaining. The color design with the red and purple is very cool. The ambiance of the bg music hit the nail on the head.
The magenta in the level page is also extremely nice and the art of the mushrooms and the background logs was extremely cool.
The biggest problem for me was with the UI. An indicator or an outline in the selected shrooms with an arrow directing between the two shrooms would be a good solution.
Another problem I found was the game just throws you in with the expectation that you know everything about it. If I have learnt anything from game dev is that players wont read. So, consider adding a tutorial level with lots of hand holding to teach the basics right away.
The shop has a pretty prominent bug. I am guessing that if you have already bought something and try to buy anything, the shop straight up doesn't work any more?
Other than those, I really like the game. The concept is amazing and the levels are also pretty challenging. The game is really cool.
It would really work perfectly with the bug fixes and it expanded upon. The scope is there, the chemistry between your team(it it was a team game, is it was a solo game, hats off to you dude) seems to pretty good and I would love to see it developed further.
Sorry for writing this long of a comment and being overly critical. I just love this game and wanted to give as much feedback, as I thought would help.
Hi! The comments have been extremely helpful. Thanks!
We'll be improving the game and fixing bugs.
Love the concept, love the gameplay - visual aspect of commands could be polished so I better understand the intended effects of what I've selected (I wouldn't worry about it given time constraints). I think it will have a lot of replay-ability especially multiplayer modes, and all the fun powers you could add to it.
Took me a few tries but I finally beat all the levels. Bugs aside that I'm sure you're all aware of, the art is awesome, sounds great, and music is fitting. I enjoyed it.
The weakest part of the game though was the UI. There was nothing visually dictating where I was clicking, or what I was clicked on was the biggest difficulty I had to get over. And the shop was very buggy.
You actually...beat...it??? We all tried so many times and none of us could LOL
Thanks for letting us know it's winnable!! Also, yeah, UI definitely needs a ton of work but we unfortunately ran out of time :(
Thanks for leaving a comment!