August 20th-23rd, 2010
Theme: Enemies as Weapons

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The Lair of Fungal Wonder

by NiallM - Competition Entry

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:

Downloads and Links




Notch says ...
Aug 23, 2010 @ 2:08am

That's really pretty, and the mechanic was interesting. I couldn't find a way to get rid of spore gunner thingies though, so eventually it just turned impossible.

NiallM says ...
Aug 23, 2010 @ 5:58am

Yeah, the toadstool guns don't go away once you've got them. At that point you're better off abandoning your scanning mission, and concentrating on just surviving.

There are two endings depending on how you play.

Henry Blank says ...
Aug 23, 2010 @ 6:01am

I'm on linux and I have some trouble compiling your game...

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

NiallM says ...
Aug 23, 2010 @ 6:17am

Oh, sorry. I know what that is. I've uploaded a fixed version if you'd like to download it again.

Henry Blank says ...
Aug 23, 2010 @ 6:57am

It works now :)

Pierrec says ...
Aug 23, 2010 @ 10:40am

Beautiful, and original. I really love this one too.

as usual, some french feedback :

Catmoo says ...
Aug 23, 2010 @ 1:45pm

I love the visual style, when I saw some of your screenshots in your journal I wasn't entirely sure on what I thought about it, but after playing it now I've fallen in love with it, I think the fungi attaching themselves to you is great, the only thing I'll nit-pick on is the difficulty :)

I've liked your previous LD entries too so keep up the good work :)

Spooner says ...
Aug 23, 2010 @ 4:09pm

I was immediately reminded of the classic claymation side-ways scrolling shooter Platypus when I saw this. Definitely very impressed that you managed to hand-craft in the time-scale!

Really liked the way the spore-guns stuck to you too, though I was less sure of the way that you scanned the mushrooms.

Diet Chugg says ...
Aug 23, 2010 @ 10:14pm

wonderful graphics tied closely to a simple ambient music. Great mechanic having weapons being a bad thing but you use them because you have to.

NiallM says ...
Aug 24, 2010 @ 2:27am

Thanks for the kind words guys :)

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.

eli says ...
Aug 24, 2010 @ 12:10pm

This game continues your tradition of original and gorgeous graphics. I love the look, feel, and sound of your games.

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.

Alan Lynn says ...
Aug 26, 2010 @ 9:31am

Nice entry. Your graphics clearly got much more attention than mine did. I have some suggestions, in order of decreasing significance:

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.

Jerm says ...
Aug 26, 2010 @ 11:03pm

This was frustratingly difficult but I eventually managed to complete it with both endings :) (the scanning ending being much more difficult than the other ending). I really liked the atmosphere of the game. The difficulty was rather high, but I kept getting really close with 12 fungi scanned which motivated me to keep trying, so maybe it wasn't so bad. Maybe the game would work better with multiple levels and increasing the difficulty with each one.

NiallM says ...
Aug 27, 2010 @ 8:39am

I've uploaded a post-compo version which I think addresses the problems people have had with the game difficulty-wise. Specifically the random number generator is a lot fairer now.

pansapiens says ...
Aug 27, 2010 @ 6:03pm

Love the graphics, and the interesting spin on a side scrolling (non-)shmup. A shroomup ? Could just be me, but the collision detection for the large 'cherry' mushroom seemed a little unforgiving.

someone says ...
Aug 28, 2010 @ 10:12am

Love the style and atmosphere.
Interesting mechanic.

stqn says ...
Sep 3, 2010 @ 4:18am

I built it under Arch Linux but it looks like I need to type "make install" to install it before being able to play... I don't want to put files all other my system so it would be nice to be able to "just play it" from the build dir!

HybridMind says ...
Sep 3, 2010 @ 8:29pm

Wow so gorgeously rich graphics wise. Love the style! The game is also really quite fun (and hard but in a good and compelling way.) I've tried four times now to beat it but can only get 12/13 fungi scanned before dieing.

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!

Martoon says ...
Sep 3, 2010 @ 10:54pm

I liked this one. Bit too hard for me, though. Played several times, and always got 11 or 12 out of 13 scanned, and didn't survive.

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.

Scramasax says ...
Sep 6, 2010 @ 2:56pm

Wish I could have gotten farther. Reached mission impossible pretty quick for me.

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