Shroom Troop
A downloadable game for Windows and Linux
Retake your home by cleansing the caves of the parasitic perli.
Shroom Troop is a replayable action rogue-like with a stealth focus. Make your way thorough procedurally generated retro 3D caves and reclaim your home by destroying enemy robots and cleaning out the perli deposits. Keep track of your collected perli and, upon completion of a run, share your haul with other players on an online leaderboard.
The player has 4 gadgets to start with and can pick from a pool of 36(!!!) cards to create different synergies and builds.
- Vacuum cleaner: Use this gadget to capture perli from perli reserves
- Rock: Attract enemies' attention
- Arrow: Disable enemies with the power of the bow
- Spore bomb: Create a cover for yourself to escape pursuers or remain undetected in tough situations
[Controls]
WASD / Arrow keys: Move
Mouse pointer: Aim direction
Space: Jump
E: Interact
RMB: Aim gadget
RMB + LMB: Use gadget
Shift: Run
Scroll wheel: Change gadget
[Tips and tricks] (Read only if struggling)
- By clearing a floor undetected you get a special 25% multiplier of your collected perli. You can stack another 25% on top of that by clearing the floor undetected AND with 0 casualties.
- Focus on synergies. Sometimes it is better to save your perli and skip picking a card when you already have a build.
- Try to clear out all the perli deposits in a floor. The card prices are based on the total amount of perli spawned on the floor, so skipping perli should only be done if you have a very good build.
- Don't hurry. Early game you're slow, have few gadget uses and little firepower. Stealth is an important part of the game and a smart throw of a rock can save you from death.
- Get detected very easily? Don't sprint.
[About]
Team size: 1 person
External Assets:
Spark sfx by Brian MacIntosh [CC0]
Kenney Particle Pack [CC0]
Kenney Input Prompts [CC0]
Music: Cavern, Last Day by Kenji Kondo
Leaderboard hosting: SilentWolf
All other assets including all models and textures were made by me during the month.
[Rant]
Wow! This has been... An interesting month to say the least. I am incredibly happy with how the game turned out especially considering the sheer volume and difficulty of mechanics I managed to implement.
Enemy AI. Pretty simple right? Just make it go to a place and boom! WRONG! That shit took me an entire week to figure out!!! I had to implement automagically generated patrol routes, investigation AI, chase AI and fix a mountain of bugs that arose while making it. Not recommended, honestly.
And speaking of generation - the map. As you may have noticed all the floors are automatically generated, getting bigger and bigger each floor. Guess how long that to to implement? ANOTHER FUCKING WEEK!!! AND I ONLY FINISHED IT BECAUSE I DECIDED TO GIVE UP ON HALF THE FEATURES I WANTED TO ADD!!! AND IT STILL BREAKS PRETTY MUCH EVERY RUN!!!
That's two weeks down for the math geniuses among you.
And then the following two weeks were spent creating all the cool stuff like models, animations, gadgets, cards, online features, UI, bug fixing, etc.
Holy shit. I suppose one would call this scope creep, however if anything, the scope has only shrunk :/
Also, is it just me or are there literally no stealth rogue-likes? Ok, I know Heat Signature (and I love it ) but I really needed some games to help me with some game design problems and I found nothing. The price of being original :(
Still, I'm really happy with how this turned out as rogue-likes are not easy to make in the time constraints of a game jam, so I am incredibly overjoyed I managed to make so many different build paths in such a short amount of time.
[Updates]
v1.0.1 hotfix (to be released when uploading is reenabled):
- Fix leaderboard not loading on weaker PCs
- Fix leaderboard handling of long usernames
- Added keybinds for gadgets [1] - Vacuum, [2] - Spore bomb, [3] - Rock, [4] - Arrow
v1.0 initial release
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Known issues:
Upcoming balance fixes: