
A 2D hack-n-slash type deal - play as a mushroom who seeks approval from a floating eyeball.
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[url=http://store.steampowered.com/curator/32482033/]Crim's Humble Opinion Curator[/url] [b]Mushroom: The Ruckus[/b] is a pretty neat small indie hack and slash game. You play a mushroom in a mushroom village who one day finds an eye that starts following and watching it. There is a tinge of philosophy in what happens if you look deep enough but that's pretty much true for everything. There are 20 stages and on each stage you have to kill all the enemies with three life points and a very limited range attack. The color scheme and chip tune sound track works well with this title. As you go through the stages they introduce new enemies every few levels making it more difficult. This is a fairly simple game. I only had to repeat the last few stages a few times. You can clear this game with in a half hour. There aren't any achievements which is always something I personally hope for. The ending is kind of funny in a very it is what it is kind of way. [h1]Pros[/h1] +Nice sprites and color scheme +Fitting chiptune music +Cheap [h1]Cons[/h1] -Short -Somewhat easy -No achievements Although this title is short it's enjoyable. I would recommend it during a sale time since you can't get a huge amount of replayability or steam unlocks out of it. It's not a bad game and there are far worse titles you can invest similar time at a similar price.
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A messy arcade style game. These are a dime a dozen and I cannot think of a reason to recommend it. [h3]Additional Details[/h3] [table] [tr] [td]Operating System[/td] [td]Ubuntu Linux 16.04 x64 | Ubuntu Linux 18.04 x64[/td] [/tr] [tr] [td]CPU[/td] [td]AMD FX-8350[/td] [/tr] [tr] [td]GPU[/td] [td]GTX 750[/td] [/tr] [tr] [td]Last played[/td] [td]May, 2018[/td] [/tr] [tr] [td]Technical Notes[/td] [td]Would not run on ubuntu 16.04, worked with 18.04[/td] [/tr] [/table]
Tl;dr: Recommend the game for it's 1.20$ price (SPECIAL PROMOTION SALE), if you want half an hour of smashing other mushrooms. Finished the game in 24minutes, short, but a fun, small experience. There are a few pros and cons: Pros: [list] [*]Price-Content feels okay to me, bought it for 1.20$, which I think is fair [*]The music (Chiptune) fits the artstyle. (Usually not a fan of Chiptune) [*]Visual details that were nice to see: Trail, Shadows affecting the fence or ground. [*]The fighting was not getting boring, because the dev put in some more features, which got enabled after a few levels. [*]I felt a bit overpowered with the Frenzy, but it was fun. [*]Different enemy types! Some caught me off-guard and landed a hit. [/list] Cons: [list] [*] The sprites itself felt like a downgrade from the last published game by Alex Horatio. Mass O' Kyzt looked smoother and more appealing (to me). Though there were some effects in 'Mushroom The Ruckus' that I enjoyed. [*]Sometimes the area/level felt too big and I would wander off to somewhere and end up at nowhere. [*]It felt a little bit too easy, the last 3-4 levels were the best, in terms of difficulty and fun. [/list] It was nice while it lasted, fun small game. I regret nothing and death to all mushrooms.
Mushroom: The Ruckus is a short 2D retro pixel wave survival brawler with a mushroom theme. It's very shallow even for a brawler, with a single attack, three health pips and terrible game play. The gameplay is however on par with a completely crap technical execution, so at least there is symmetry. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. It's apparent that little to no testing for the game was done, at least on modern gaming PCs. In fullscreen, the game doesn't display properly, with the game area drawn outside the viewable space. This is caused by the developer not bothering to ensure the game works on resolutions over 1080p, with very high resolution monitors that use resolution scaling. Because the game area is not drawn correctly, you can't see all areas of the screen, and this can render the game unplayable. Gamers shouldn't be forced to accept defective products just because developers don't bother with basic testing on PC. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, or gamers using AZERTY or other international keyboard layouts. Some of the defects in the game can be attributed to the choice of using the Godot game engine/toolset (the 2D part, the 3D part is actually workable). The Godot 2D component is a very poor quality toolset sometimes used by amateur developers as it's free (so they don't have to pay for GameMaker Studio) and doesn't require advanced game development skills, but unfortunately has very limited capabilities (it's arguably worse than GameMaker Studio). Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. Some of the defects in the game can be attributed to the choice of using the video game construction kit/toolset, Godot Engine. This is a very poor quality toolset sometimes used by amateur/unskilled developers as it doesn't require advanced game development skills, but unfortunately has very limited capabilities. Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. These technical defects push this game below acceptable standards for any modern PC game. The poor quality of this game is reflected by how many people spent time with it. At the time of this review, SteamDB shows the game all-time peak player count was only ONE player. That's right, only one person ever played this at a time. When I played this for the purposes of reviewing it, I equalled the peak player count for the game. OUCH. The only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 50,000 games for gamers to choose from (over 9,000 completely free titles), the overwhelming lack of interest in this low quality game is to be expected. Mushroom: The Ruckus is relatively cheap at $2 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend.
Mushroom: The Ruckus, created by AlexHoratio, is a compact top-down action game that leans heavily into minimalism, both in its mechanics and its presentation. It introduces players to a peculiar scenario in which a small, seemingly insignificant mushroom is cast aside and left to carve out its own path through a series of hostile encounters. The narrative is intentionally sparse, offering just enough context to frame the experience while leaving much of its tone to be interpreted through its odd imagery and underlying sense of absurdity. This gives the game a slightly surreal edge, though it never fully develops into a deeper or more cohesive story. The gameplay is built around a simple combat loop where players move through contained levels and defeat waves of enemies before advancing. Controls are straightforward, typically revolving around basic movement and a single primary attack, making the game easy to pick up almost instantly. There is no significant learning curve, and the focus is placed on quick reactions and positioning rather than mastering complex systems. This accessibility works in the game’s favor during its early stages, allowing players to immediately engage with the action without needing to invest time in understanding layered mechanics. However, the simplicity that defines the experience also limits its long-term appeal. Combat encounters do not evolve significantly as the game progresses, and the player’s abilities remain largely unchanged from start to finish. Enemy behavior follows predictable patterns, and difficulty is increased mainly through higher enemy counts or faster pacing rather than introducing new challenges. As a result, the gameplay loop begins to feel repetitive after only a short time, with each level offering only slight variations on what has already been experienced. The level structure reinforces this sense of repetition. With a relatively small number of stages, the game does not have the space to introduce meaningful variety in design or mechanics. Each level serves as another arena for combat rather than a unique scenario with its own identity. While this keeps the experience focused, it also prevents it from building momentum or surprising the player with new ideas. The game functions more as a sequence of similar encounters than as a journey with distinct phases or progression. Visually, Mushroom: The Ruckus adopts a basic pixel art style that prioritizes clarity over detail. Characters and enemies are easy to distinguish, and the overall presentation ensures that players can follow the action without confusion. That said, the environments and visual elements lack diversity, with limited variation in color and design across different stages. This contributes to the overall feeling that the game is a small-scale project, more concerned with functionality than with creating a visually memorable experience. The tone remains one of its more interesting aspects. The combination of its unusual protagonist, vague narrative framing, and slightly offbeat atmosphere gives it a personality that stands out, even if it is not fully explored. There is a sense that the game is intentionally strange, presenting its world in a way that is both simple and oddly unsettling. This uniqueness adds a bit of charm, but it is not enough to carry the experience once the gameplay begins to lose its novelty. In terms of scale, Mushroom: The Ruckus is clearly a modest project. It offers a short playtime and a limited set of mechanics, making it more suitable for brief sessions rather than extended play. There is little in the way of replayability, as the lack of branching paths or significant variation means that most players will have seen everything the game has to offer after a single run. It feels more like a focused experiment or a small creative exercise than a fully developed game with lasting depth. Ultimately, Mushroom: The Ruckus delivers a straightforward action experience that is easy to understand and briefly engaging, but it struggles to maintain interest over time due to its limited mechanics and repetitive structure. Its quirky tone and minimalist design give it a certain identity, yet they are not supported by enough variety or progression to leave a lasting impression. It works best as a short diversion for players who appreciate simple, experimental indie titles, but it falls short of offering a more substantial or memorable experience. Rating: 5/10
Short little game (20 mins at a moderate pace), though quite fun. [spoiler] RIP those Mushrooms. Also, I wonder who those big purple beings are? :) [/spoiler]
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Though it was short (and pretty simple), it was fun while it lasted, and actually posed as a challenge near the end. Good job!
You are a mushroom.
an easy and quick game, I love the soundtrack and the controls are easy to work with.
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