#๐Ÿคfgs-feedback

1 messages ยท Page 1 of 1 (latest)

blissful badger
#

Hi
More bombs
That's all
Thank you

blissful badger
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Hey, Looks like sometimes when you are dragged by Appletini, the monster is spawning already and attacking you while Appletini spawn animation is still going on, Hope this can be improved
(Appletini really did break the #1 Anime rule kek )

ocean vector
wary marten
#

ๅœจๆŠ€่ƒฝๅก้ƒฝๆ‹ฟๆปฟๆ™‚ๆœƒ็ตฆ้œฒ็ 50
ๅธŒๆœ›ๅฏไธ็”จ้ปž้ธ
้€™้Š็Žฉๅพˆๅก

tribal spade
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Sometimes I'll run into an invisible wall? ๐Ÿค” I don't have any recording it's pretty random that it happens, the spots are also rather random and if I wonder around I can usually go around it. Or get the area out of frame then go back it'll be gone

It's still got me killed a couple times tho x.x

regal sentinel
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Sometimes I'll run into an invisible

crisp patrol
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Hi May i enquire where can i make a report ? i just had my wedding , and the day just ended. isit meant to be like that? and then woke up the next day receiving a letter of collapsed from exhaustion....

blissful badger
tiny apex
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Dear Dev I just realized something.,. there's no icon that telling its on level 15 fire with the fire lord..... maybe add little fire with the number on the screen ?? I feel like its really good to Flex when I'm on higher difficulty.

lunar cedar
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Add Goth Girl NPC royce royce royce

ocean vector
lunar cedar
ocean vector
magic wave
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  1. I would like to see tags on spell (when you picked them)
  2. Clear describtion on how to unlock new weapons
  3. Customize your Shroom
  4. Rerolls of some kind. On mutations and on level ups. It would have a cost or a limit. (Prefer Dew cost for level up and Shroom cost for mutations)
  5. I find myself avoidning the Currption talent event. The talents downside makes me not want them. Might just be me, but i think the +6 is enough
regal sentinel
green iron
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I think the weapon choice needs to have a bit more impact, i feel like u can clear only with effects that trigger on CD.

I wish some ups would change how u attack with the weapon for example the Axe with the Flower which is specific for the Axe should be triggered every few swings and not on killing enemy WITH the Axe, since in late game most monsters die to other effects and dont trigger the Flower at all. This would also benefit Ups like Attackspeed. Or Grapes getting electrified when you pick up the Thunderspear.

Crosseffects would also be nice
If u have the Waterbeam, enemys get wet and when u hit them with electric they get increased dmg. (if this isnt already the case, cant tell right now)

rose eagle
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i think it would be cool to add a timer on the end screen that tells you how fast you defeated the boss

crimson timber
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  • Press TAB again to close the profile ๐Ÿ˜ญ

  • Pretty much all the passives right now are not worth to build before the mutations, you end up not maxing a single one. You gotta have a high fire level to be able to do both (more enemies and XP). You can either add mutations to the passive or lower the passives' max level with the original max stats imo.

  • Reroll upgrade (probably will be there in the full game).

  • If you don't have a fast clear build, multiple strawberries at once can be hard do dodge.

mossy path
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One thing I always want in this genre of games is a way to sacrifice or exchange a skill/passive in exchange for another sometime during the run. Sometimes I figure out my build later in the run and would like get rid of a skill I picked early on and grab a new one on the next level up. Maybe you'd have to pay health or some of the resources picked up during the run to be able to do so.

winter solar
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Im not sure if this is the right place or whether this has been reported before, but Ive noticed significant memory usage after playing the demo for over an hour or so at a time. When I quit my last game, I noticed the executable was at 30gb memory usage - which obviously started causing swap usage. Is this known?

ocean vector
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Demo Memory Usage

magic wave
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7 levels on skills feel alot better and Rerolls needs to stay permanent ๐Ÿ™‚

ocean vector
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Reroll will STAY!

odd basalt
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Now I don't know how things may evolve from here, but if they were to stay as is. Maybe once all the skills and such are leveled up and we're onto collecting Dew's each level up, we could have an option to auto accept them? So there wouldn't be a stop each level up?

magic wave
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15 hours on the Demo, and i think this is it for me on the demo unless we get some more content.
Great game. only wish magnets were dropping abit more.

night jungle
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I am not sure if this was mentioned before, but I had a problem with the beginning cut scene, some scenes were lingering for longer than needed, and then the next would dissappear very quickly, not having the time to read the text

rocky fulcrum
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can you guys at lease update something to the demo, really need to play more content

ocean vector
hybrid meteor
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My pet is still stuck in the house doorway and can't freely walk around the house

odd basalt
barren scroll
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First game freeze in 4 hours of play time. Mouse cursor was still active, but gameplay was frozen and did not recover. I was forced to end the game through Steam. Can I upload a screenshot here?

barren scroll
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Got my first victory! Awesome boss fight. When you delete a boss, it would be cool if all of the uncollected resources in the ring would be instantly magnetized to your funguy. It was a little anti-climactic to have to run around and collect them before gathering the big reward.

odd basalt
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This is something they're planning on changing, and this is for the FunGuys game, Coral Island feedback is here: #๐Ÿคcoral-feedback

marsh idol
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hello,here is some suggestions,"ๆปก็บง" will be better than "ๆœ€ๅคš"ใ€‚its a good game๏ผŒwait for 8.21Butter_Saranghae_Emoji

barren scroll
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Please add an option to auto-accept currency after you have reached a certain level, and it becomes the only option provided. It's very disruptive and you don't have any other option than to click it.

odd basalt
lofty maple
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I HATE AUTO SORT!!!

little vine
blissful badger
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-# sorry couldn't help laugh

little vine
high parcel
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I personally think that there should be an option at the end of a run to choose if you want to keep a high fire king level or reduce it to 0
Currently it forcing it to 0 causes you to not be able to start full runs at 15 fire king unless you lose

blissful badger
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#๐Ÿ„fgs-general message
i think it would be nice if the current character's details are displayed, so it would be easy to compare between both character

high parcel
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I was experiencing some heavy frame drop issues, usually I have games running consistently above my monitor refresh rate (144fps) but currently the game somewhat consistently drops down to sub 40 frames.
Novita told me to post here instead of a bug report so I could expect this to be just very early process low optimization that will get better while game moves closer to full release
PC Specs for reference:
CPU: Ryzen 9 5900X
GPU: Radeon RX 6800 XT
RAM: 32GB DDR4 3200MHz
SSD: Samsung 980 PRO 2TB
I have an extra HDD and SSD but those are less relevant since game is on main SSD

faint egret
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Make it flashier, mutations doesn't have much of a wow factor except for some like the eagle claws biting effect and frozen splash area increase + snowflake motif since it adds something new visually
stinky trail is boring to look at
the fire powers are cool
could you add a small colored highlight on enemies, you, and your pet? at times I dash by instinct seeing my pet come near me since everything looks small
I like the isolated boss fights

could the music have some variety like in different phases of the stage
add a feature to remove cards from the card library before venturing, if it's like vampire survivors the pool gets so big you can't do some builds

rocky fulcrum
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I don't know what you guys did or changed
controller absolutely not working now
pls fix this asap, I cannot play using a mouse and keyboard
I have to use controllers

little vine
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<@&909661844698972160>

tulip mason
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I like the new feature of receiving a free curse extinguish on beating the boss, but in light of that, the end overview should show your highest curse as well, not just the curse level at the end (0, if you won)

vital quest
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just started playing and the controls on screen disappeared before I could finish reading them. They really should stay on screen longer or be available and easy to find in the menu. As it is now I can't help but feel insecure and as if I might be playing it wrong as I have no way of telling if there are other things I can do (other than button mashing my entire keyboard)

Edit: starting round 2 the key commands reappeared for a short moment. I only had time to read one new command before it disappeared again.

magic wave
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if all your skills are max out and you click "Lock skill" out cant do anything. and you have to alt+F4 ๐Ÿ™

barren scroll
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I don't want to unlock Curse Management or Encounter Blessing from the Shroom Shop because most of the time I want to maintain a high Curse level. Unfortunately, this means I cannot access the Lock Token at the end of the line. Can you make curse reduction a purposeful choice and not something that is forced on players?

civic harness
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Currently in the Shroom Shop, Lock Tokens have a description of what they are used for, but Banish Tokens do not. It would be nice to perhaps add a short description like you did for the Lock Tokens?

wheat stump
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Maybe ask if we want to use the revive charge kaatHmm

dense inlet
magic wave
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  1. bug i found. The Free reroll for mutations. Dosent ever give you new options. if you reroll again you might get new once. I have done this about 30+ times now and always the same outcome.
opal plover
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Some of these popup screens are WAY too long and not skippable. I 1000% do not need to see the curse screen every single time it goes up. I just want to play the game I don't want to have to spend time skipping screens for every single tiny popup.

barren scroll
dense inlet
magic wave
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  1. Bug report. Magnetika does not spawn magnets.
    played 2 games without getting a single one ๐Ÿ™ he is level 3
queen bloom
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I keep beating an elite and then getting swooped away to the boss fight before I'm able to pick up my elite loot. I wish it did a quick pull of all the loot around you before it swooped you away (or at least pulled the chestnuts).

regal sentinel
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I don't know what you guys did or

regal sentinel
regal sentinel
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Some of these popup screens are WAY too

barren scroll
barren scroll
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A stats page with win percentage and other metrics specific to that save slot would be awesome. Total enemies killed, total unlocks/achievements, total curse gained, etc.

barren scroll
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Please provide more information to players about the differences between difficulty levels. I cannot tell, for instance, what rewards Hard level provides over Normal. Or if there is any reward advantage to playing Frozen Pond over Carrot Farm.

warped yarrow
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Hard mode doesn't really feel any harder than normal mode. Quite the opposite, in fact. It's a shame that the fire curse is completely reset after every match. I've already disabled all the buffs that extinguish the fire... I'd like to see an extreme mode, the option to disable even more buffs or advantages, and more levels (maps). I really like the game.

barren scroll
dense knoll
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I've unlocked everything now and played with all the skills/weapons. Do weapon based skills seem pretty underpowered to anyone else?

queen bloom
barren scroll
barren scroll
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Please add the ability to mouse-over skill icons in the Victory Report and see tooltip information about which mutations were applied during that run. Additionally, is it possible to determine the Damage-Per-Second (DPS) for each skill based on the timestamp when it was acquired during the run? These would be helpful to provide more objective feedback on which skills/combos to tweak.

livid marlin
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I hope you guys add coop or multiplayer to the game it would be so much fun

gloomy depot
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Currently weapons are so slow to upgrade compared to everything else and represent such a huge time investment that it really discourages experimenting with them or switching between them. One possible way to address that would be to give the option to refund all the shards spent on a weapon that way you could upgrade one, try it out, and if you decide to try a different one you can just refund all the shards and then go upgrade a different one. Also as others have pointed out right now builds that focus on your weapon feel significantly weaker than a more mage type build that puts everything towards maxing out skills.

There's a lot of potential with the skills that synergize with weapon attack speed, but since they still need skill upgrades to really shine you end up in a hybrid state that's worse than if you had just went all in on skills. Maybe some of the weapon focused skills should deal multiplier of your weapons damage instead of scaling based on skill damage? That would encourage a more pure weapon and character focused build. Another possibility would be skills that activate not on a certain number of weapon attacks, but buff the weapon attack itself. E.G. the lightning strike instead of randomly hitting enemies on every X attacks, instead causes enemies hit by your weapon to receive a small lightning strike directly (you'd want to nerf the damage a bit compared to the current version of the skill obviously). Or a skill that adds cold/fire damage to your weapons attack along with a chance for freeze/burn/shock/whatever.

floral forum
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please add history of runs where you could see what build you did and what the outcome was

odd basalt
gloomy depot
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Summary of my previous statements in fgs-general about the treelings:
Magnetika: 10/10, hands down the best one. There's no situation in which this isn't extremely useful.
Slo Moe: 4/10, useful in some cases, but actually makes things harder in certain fights.
Punchy: 7/10, great if you're going for a weapon focused build, but since that's up to RNG, and currently weapon builds are significantly weaker than pure skill builds his utility is limited. If weapons get fixed this could be a strong contender for second best option.
Macho: 1/10, this is such a minor thing it's pretty much useless. You really shouldn't be taking damage anyway and the number of hits you need to take in order to get a single HP back makes this terrible.
Furiosy: 5/10, similar to Punchy, if you're going for a weapon build it could be useful, but because it's only triggered every X kills and only has a 6 second duration the utility is very limited even more so than Punchy is. You'd be better going with Punchy over Furiosy in pretty much all cases.
Dashy: 8/10, the second best option after Magnetika, particularly if you're going for a dash based build. Similar to Magnetika there's never really a situation in which getting a free dash isn't good.

barren scroll
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When banishing a card, and the Fire King locks the card due to curse, please reset the banish action state to OFF. Force the player to click Banish again, if desired. Several times now I have clicked too quickly and banished a card that I actually wanted to select to keep, only to see it be banished instead.

gloomy depot
vestal reef
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The effectiveness of Garlic Hammer and the skills triggered by melee attacks are poor. Garlic Hammer's specialty is charge attacks, but single attacks have limited range and don't charge, making them ineffective when combined with the Rock Surge. This is also because Garlic Hammer prioritizes charge attacks when auto-attacking unless a mob is nearby. One more thing, pressing Control + F11 to record a game in the Steam client always switches to windowed mode. It's annoying to always have to switch back to full screen mode.

vestal reef
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When I watch recorded videos, I keep hearing a repetitive, regular sound. In fact, the same repeated sound of "ta, ta, ta, ta, ta" keeps playing in the game.

vestal reef
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I have a question while playing the game. When facing champions and bosses, all skills except for the fire skill (Saw Blade Spin, my favorite) are terrible at dealing damage. While the mob's health gauge decreases by 1mm or less, the Saw Blade skill, my favorite, is incredibly effective. There are other fire-type skills, but the penalties are so bad that most people don't use them. I don't know if you've played the game, but it seems like it needs some balancing.

fossil sierra
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Would really appreciate to see the distance between where I am right now and the encounter. When there's two encounters (or more), I want to see which one is closer to me so I can go to that one first,

little flare
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My wife and I have been playing the multiplayer religiously since the update and we have some feedback! ๐Ÿฅบ๐Ÿค
can you add an option to the multiplayer game to allow us to either have the separate houses or share a house? we want to live together. we even tried moving my animal bed and my bed into her house and it glitched my animal.
itโ€™s hard because we share income, and if we didnโ€™t the resources arenโ€™t doubled, so we are pretty much having to pay double for all house upgrades when we only want to use one house.
Everything else has been lovely aside from being able to hear each others mining and fishing/ screen shakes on each others screens and the game stuttering anytime one of us opens a menu or something.

gloomy depot
dense knoll
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Fire king cards feel useless. They seem to be billed as a risk vs reward card but even without the negatives Iโ€™ve never wanted to take a fire card. The other cards are way more useful and donโ€™t have drawbacks. Couple that with the fact that they donโ€™t stack with existing cards (it will take one of your skill slots) and Iโ€™ve never taken a fire card on purpose.

gloomy depot
# dense knoll Fire king cards feel useless. They seem to be billed as a risk vs reward card bu...

I generally agree with this and provided as much feedback through the feedback form previously. Apparently the fire discs are really good and people like those a lot, but yeah, in general, the up sides of the fire cards is nowhere near good enough to justify the down sides of them so they pretty much always end up being a net negative. Considering you could take a normal card that's better without the downsides there's almost never a reason to take them. This doubly applies when taking them also often raises the fire level which is a downside all on its own.

spark loom
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It would be cool if the fire king would react to it if you play with mainly water skills/ cards. He probably wouldn't like that very much.

blissful badger
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Perhaps Make water dew shop and weapon shop upgrade toggleable too, for those who want difficulty increase

azure scarab
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I fell like we should be able to see the numbers (eg. % chance, damage) when holding tab. Especially with evolution that increases your damage by 5% up to 200% for being hit.

azure scarab
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It would be nice to speed up Fire Curse level animation - it gets annoying when it stops you for like 3 seconds 5 times in a run.
I also think that when an effect goes on multiple times eg. spikes from garlicky hammer's earth ability the sound should be played just once. Overlapped sounds simply sound bad and are far too loud

barren scroll
barren scroll
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Stinky Trail skill is in serious need of a power bump. Poison, in general, feels weak compared to direct damage skills. Is there room to increase the DoT?

azure scarab
vestal juniper
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On steam deck with controller, after using a banish the controller input gets stuck on the skill info state with no way to get out of it. Pressing start doesn't open the menu, select doesn't get out of the info state, dpad doesn't let me navigate back to upgrade selection. Had to quit the game

gloomy depot
#

yeah, that bug was reported, it's just worse on steam deck. If you don't want to quit out next time you can probably access the steam overlay and switch the input to enable the touch pads as mouse control. Doing that will let you pick a skill and then you can swap it back. It's a major pain, but it does avoid having to quit and lose your run progress.

vestal juniper
vestal juniper
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there's also a steep difficulty jump between the farm and ice levels. I can consistently beat the farm now even on hard, but the ice level feels like you have to get lucky and roll all the ranged skills or an early wide area buff to even have a chance. I was trying to do a water only build with the garlic hammer on ice level and it just feels impossible

gloomy depot
# vestal juniper there's also a steep difficulty jump between the farm and ice levels. I can cons...

Ice is tricky at the early stages. Without all the upgrades it's very hard, and even with the upgrades the first ~5 minutes are always a little rough until you start snowballing after which it becomes significantly easier. There's definitely a noticeable jump in difficulty between the farm and ice, much more so than between the normal and hard difficulties on the farm which feel nearly the same.

vestal juniper
azure scarab
gloomy depot
#

Based on everyones comments I think my suggestion for the devs is that two changes be done. First, adjust the difficulty on the ice stage a bit. I think perhaps the early enemies are a little too tanky, maybe reduce their health pools slightly. There may also be some tweaks necessary to the later enemies and their health and spawn rates, but it's possible that simply fixing the early enemies will take care of that (since they should be dying faster and therefore generating more XP to let you level faster). Second, adjust the hard mode on both stages. I think the suggestion to increase damage taken is a good one, although I'm not sure if messing with the shield cooldown rate is a good idea (mostly because I could see that causing problems with certain kinds of builds particularly on later more difficult levels). I think doing both of those would bring things more inline with peoples expectations where the difficulty curve from least to most difficult is: farm < ice < farm (hard) < ice (hard), instead of how it is currently which is: farm < farm (hard) < ice < ice (hard)

severe garden
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I'm a bit confused as to why non host players can't adopt pets or get love with them. myself and the host on my game would like for us to be equals in the game and find it unfair that we can not have equal experiences. it especially sucks when it comes to the pet race competition. I have no chance to win as the non host. is this a feature that will be changed in the future?

lone mason
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Hearts are not fixed on spouse or children. cannot invite spouse to hang out which sucked on his birthday

odd basalt
lone mason
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Ohhhh lol what game is this then? Lol

gloomy depot
silk jasper
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I feel like itโ€™d be cooler if there was a human character that shrinks, kinda like in Grounded

little vine
#

<@&909661844698972160>

tulip shadow
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Please add Endless Mode and a Ladder โค๏ธ
Add a small menu for switching characters and pets.
Also, add for tab button where players can see their active temporary buffs, their effects, and how long they will last.

gloomy depot
#

This is the feedback channel for Funguys Swarm. You need to post this over in the Coral Island feedback channel.

clear lava
#

Hi, I need to wear a cap with the same hair style, may I know if you guys are planning to update on this?

little vine
#

<@&909661844698972160>

marsh idol
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bad update๏ผŒwe need to know what we are chosing๏ผŒbecause the other one will disppear now๏ผŒshow all the choice please

potent fiber
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The recent update is good, the variety for weapons now is really nice and does add in more replayability options, I might just be crazy but sometimes it does feel like each run I've been getting the same cards each time compared to before this update

I feel like there's not a whole lot of reason to pick a fire curse card, the curse and the cards are about Risk and Reward but the rewards don't feel all that worth it and the risks aren't that risky? Like when you get your fire curse it seems like the reward is just more drops from enemies and breakable objects and the risks involve the enemies moving faster, events having a chance at being hidden, and nothing really feels that risky or rewarding. Updating these I feel would be nice to give more incentive to choose them.

This might be something already brought up, but once you use all the Shrooms and Dew to max things out, there's really nothing else to do with them, if you were able to have Character Specific upgrades that you could spend those on as well would also give more reason to do more runs.

Also, I think it'd be neat if we were able to consult with the Fire King so he can alter our runs even more, adding more of that risk and reward incentive, choosing from alterations to make things even more hectic but engaging as well.

gloomy depot
# potent fiber The recent update is good, the variety for weapons now is really nice and does a...

Also, I think it'd be neat if we were able to consult with the Fire King so he can alter our runs even more, adding more of that risk and reward incentive, choosing from alterations to make things even more hectic but engaging as well.
This is an interesting idea. He could offer mutators that can be selected for the next run. Could maybe kill two birds with one stone by making them cost dew/shrooms, although if going down that route there needs to be a good reward for completing the harder difficulty run. I'm not really sure what that might be though, because the rogue-lite nature of the game means the only "rewards" you get for runs are the resources used for upgrades and the XP on treelings. There's currently nothing else that would make the tradeoff of the higher difficulty worth it (which is really the same problem with the fire skills right now, they're not appreciably stronger than other skills to justify the extra headache of the higher curse level).

Character specific upgrades might be interesting, but that's mostly just kicking the can down the road. At some point you'd max out all the characters upgrades and then you're right back to having nothing to do with those resources. My suggestion was to allow you to trade one resource for another (E.G. dew for amber), likely at a loss (I.E. it wouldn't be a 1 to 1, so say 100 dew for 1 amber or something like that). At some point you would have everything maxed out, but at that point you've basically "beat" the game and the resources don't matter anymore.

potent fiber
# gloomy depot > Also, I think it'd be neat if we were able to consult with the Fire King so he...

The ability to trade one resource for another would be a neat idea actually, especially if you're trying to get more Amber or, now with the latest updates, more potatoes could make it easier to upgrade things. It is true that we'd be back at nothing to do again later down the road, so that's a fair point.

If they were to implement that Fire King idea, I think there would need to be changes to the Fire King Curse and the cards and overall improvements on the risks and rewards, having more incentive to do so, as an example let's say you unlock a new weapon or companion or character by completing "Fire King Mode". If they end up adding cosmetics of sorts as rewards for completing certain challenges that would make sense as well.

barren scroll
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The power curve for certain combinations seems a bit wonky. I picked up the Fanshot mutation for Throwing Grapes with Thunderspear and went from barely surviving to practically invincible. I really wish I could share a video in the feedback channel.

gloomy depot
little vine
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<@&909661844698972160>

crude prism
#

Ty!

light cairn
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I bought this primarily for the items that go with Coral Island, it's not my usual game but I thought I'd at least try it since it's in my library and I just want to say to the devs, that this is so cute and I love it, it has opened a whole new genre of game for me to play. I think you've done a great job and I look forward to more updates

waxen elk
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I tried to change the bed to another type but theo disappeared. Tried several different beds and he only appeared in the morning. I had to go back to what I had

gloomy depot
dusk viper
#

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https://i.imgur.com/NmM11IS.png
https://i.imgur.com/ncKFtUh.png
https://i.imgur.com/wT47t79.png

burnt yarrowBOT
#
kwonsori has been warned

Reason: Too many spoiler tags

dusk viper
#

||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹|| _ _ _ _ _ _ https://i.imgur.com/mxeUVah.png
https://i.imgur.com/NmM11IS.png
https://i.imgur.com/ncKFtUh.png
https://i.imgur.com/wT47t79.png

burnt yarrowBOT
#
kwonsori has been warned

Reason: Too many spoiler tags

safe shuttle
#

Hello everyone; my game glitched after the update; I'm married to Eva; and my daughter's skin changed and her name changed too. i need help.

little vine
tiny juniper
#

I hope there are some standard of duration of focus during the game.

with the difficulty increases. I hope the duration is getting shorter or at least similar to before the newest patch.

I think human's focus are vary from 20min to 45min.
But with those flashy experience during the gameplay. Man. . it hurts. . . .

I hope devs can make final conclusion regarding duration on how people should see those flashy attacks.

I just wish the game a bit more relaxed to kill times where you can always go and come back again for many many years.

fallen jetty
#

would be great if enemies arent able to damage you for like 0.5 seconds after spawning.
on the new map, i find myself getting hit by enemies because i dash right through them the moment they spawn, giving me no time to react. Either make them not be able to damage you for a short tim after they spawn, or make them spawn much further away from you.
I mainly encountered this during the swarm event on the new map, not really on normal spawn times.

ruby scroll
#

colosseum on hard mode seems to be overtuned. I've got nearly all of the weapon, shroom and dew upgrades, but can barely damage caesar and it takes like 4 hits to kill a regular mob

burnt yarrowBOT
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xelystica has been warned

Reason: Too many spoiler tags

little vine
#

<@&909661844698972160> other channels has spam from this user

burnt yarrowBOT
#
7o_dc has been warned

Reason: Too many spoiler tags

little vine
#

<@&909661844698972160> spam in voice channels from the user

burnt yarrowBOT
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rizkyaltas has been warned

Reason: Too many spoiler tags

glacial steppe
#

Most of the skills are AoE. It would be nice to have some single-targeted skills, mainly for bosses

blissful badger
cold otter
#

hey guys, Double Time depends on Twin Flame and Twin Flame depends on Double Time. That's bad.

livid marlin
#

I always loved the game for the way it's level ups work
But I am disappointed
The reason I loved it was bc of the fact that there are no rarity in upgrades
I hate rarity bc it will change all your choice just bc the one you want is common and the other one is epic which just make it a no brainier choice
I always hated that in this kind of games and now that you guys added it is really pissing me off

olive monolith
livid marlin
olive monolith
blissful badger
#

i seconded the critical damage scaling
weapon damage bonus seems to increase more damage compared to critical damage
for example based on the description, critical damage is 125% of base damage if i recall
whilst there is weapon upgrade that increase base weapon damage by 20%. i think the base of critical damage should be higher

Also maybe we can have a little icon if the damage were critical? to differentiate them better

And lastly, Bee crossbow, it act weirdly if you have shadow walk skill card, there's some delay before you can shoot, even though it was fully charged

livid marlin
thorny jewel
#

Heya, thank you for a super fun game! I apologize if this is the wrong channel for requests; would y'all consider letting spacebar select things and adding an option for the game to continue while focus is on another window please? Please let me know if this belongs elsewhere!

pulsar junco
#

I was wondering if we could get a divorce option especially because on console we canโ€™t edit our saves like on pc

ebon zinc
#

optimization needs work but the game is very fun overall and im happy to follow its development

odd basalt
gritty nest
#

I wish there's more scaling to skill cards and weapon items so its just banishing current skill sards or weapon upgrades is worth to scale more and be able to do one shot build and have endless system to be able to do those builds

also it be nice to see your full stats in mid game to be able to see if the dark truffle for example of its full stack or not and your overall stats i guess for weapon and skill cards

alpine harbor
#

clearing water shrine encounter lowers curse without objection = ๐Ÿ˜ข
I just wanted to proc my diamond cap passive ๐Ÿ˜ฉ

alpine harbor
#

Feature to auto-claim "Bunch of Dews" level up reward after all cards have been maxed? or...
Additional currency rewards and/or base stat boosters to choose from after all cards have been maxed?

proper patrol
#

have you guys considered making the dig dash and phantom dash cancelable? currently they feel terrible to use imo because they take away from the game's tempo. thoughts on this?

livid bluff
proper patrol
#

ye, and lightning speed has some funky stuff going on with "on dash" attacks proqqing after the duration, which also makes it feel kinda strange to use

alpine harbor
proper patrol
#

still feels kinda bad being locked in an animation for that long tho

violet hawk
#

You know what would be cool if we can walk our pets throughout the town, the animal shelter could sell the leashes or pet strollers lol.

Or i would love to buy more pet toys and accessories so that i can decorate the house and have dedicates pet room. The pets can have animation of them hanging out in their dedicated pet room + playing with their toys.

thorny jewel
#

Heya, thank you for the update; however, the hub area seems to make my CPU heat spike like crazy, but it goes back down when going into a mission

glossy tundra
#

Hi I have a very long feedback of new update!
Can I upload that in this channel? ๐Ÿ‘€

ocean vector
thorny jewel
#

Please consider reducing the card selection animation length; it takes like a solid second at least to complete, and when you're getting 30+ levels a match, and you're 70+ runs into the game, that's something like 35+ minutes of just waiting for animations to finish. I dunno, for me it gets pretty disruptive to the flow of the game.

torn violet
#

New shirines seems like green on the map. Did you guys considered doing talent ones different color.

regal sentinel
#

Please consider reducing the card

torn violet
#

If passives like "Golden Chance" "Cooldown" ETC shown in affected skills tooltip would be nicer. Also like Talents like increased damage when taking damage.

hardy nimbus
#

Hello, i really like your game, will you add achievements in future ? ๐Ÿ™‚

pale spear
torn violet
#

Quick restart option will be nice for restarting runs

odd basalt
#

Is there any way the Boss cards could stay just a few moments longer? I find they can go by so quick that you don't get a chance to really appreciate and read them?

glossy tundra
#

Hi sorry for posting this a bit late.

I actually hesitated to share this. I had to translate my thoughts into English, and I ended up writing way more than I expected. I got a bit burned out halfway through, and since most of my feedback was negative, I was worried it might discourage the devs rather than help the game improve. So I almost decided not to post it. ๐Ÿ‘€

After the 0.5.1 patch, though, I noticed that many people seemed to share similar feedback to mine (and thank you for addressing things so quickly!). Seeing that others had similar experiences made me feel like it might be okay to share the negative experiences I had as well.

So here is the feedback I had originally written and kept to myself:

fiery bluff
#

I can't share images here, but bosses taking 20 minutes alone is absurd. I think they need a health nerf.

glossy tundra
torn violet
#

For curse level 30 thingy. When i play in EGG map boss spawn animation teleports me to middle of map. And if that hing around there it continues to move and catch me. maybe it should stop moving while boss animation is in progress.

ocean vector
glossy tundra
#

I feel like Joombaโ€™s current trait doesnโ€™t really fit the current gameplay direction.

Since the shrine system was introduced, staying in one area to farm XP is no longer a viable strategy. Weapon and Funguy upgrades are now tied to shrines, and overall XP gain has been reduced compared to before. Because skill upgrades are now largely obtained through shrines, players are encouraged to constantly move around the map rather than remain stationary.

This makes Joombaโ€™s โ€œstanding stillโ€ trait feel out of sync with the gameโ€™s current design.

I also find it strange that Joomba is specialized in Sky cards. Sky passive skills mainly focus on mobility โ€” movement speed and dash cooldown reduction โ€” which directly contradict Joombaโ€™s stationary trait.

In my opinion, Joomba would make more sense as an Earth-specialized character, while NutsNboltZ would fit better as a Sky-focused character.

Earth cards include many effects that limit enemy movement or control space, such as:

  • Boulder Bonkโ€™s flat effect
  • Increased disruption duration from Inflaction
  • Trap placement from Dirty Bomb

These mechanics align much better with a stationary, zone-control playstyle.

Or I would suggest changing Joombaโ€™s activation condition from โ€œstanding stillโ€ to something like a movement-related penalty instead โ€” for example, reducing movement speed or limiting dash charges.

If it were adjusted that way, it would synergize much better with Sky passive skills (and would practically make them essential).

Alternatively, increasing Joombaโ€™s character size could also be an interesting option that fits well with the characterโ€™s appearance and identity!

livid bluff
#

played the game a decent amount of hours and 100% the star paths here are my feedbacks...

-it feels good to unlock some passive and skills but at the same time its kinda like a blessing & curse at the same time it clutters your choices... solution? add a banish system before the start of the run maybe 3 to 5 depending on the balancing if 5 of everything or 3 passives and 3 skills. i understand that some passives will only show once the required pre-requisite is obtained but still...

-the dash skills... yeh this is somewhat a little bit too much of a clutter regarding the choices of skills, can we somewhat make dash skills separate from the rest? like at lvl 15 u only have choices of dash skills or maybe just add it as a "dash shrines"?

-resources sinks... when you have every upgrades this resources are somewhat useless and u have no use of them. solution? power-ups or gachas?? (idk about this one but lmao i just want to spend them) like...
Amber currencies for weapon power ups or increasing luck upgrades for weapons.
Potatoes for recharge speed or damage or fill-up bar of ultimate.
Shrooms like i suggested in the first one for banish system or elemental upgrades of cards or luck upgrade for cards.
Dew for global power-ups like damages or luck or disregarding a certain curse effect even tho u have 30 curses in that run it overrides its effect, for example when having 30 curses you can override the deathball effect while having some of the fire blessing benefits.
with this in mind this is only for 1 RUN but has a greater effect than the permanent ones.

-also endless mode where mobs gets super strong multiple bosses etc.

mild ginkgo
#

Hi I've played a decent bit and only have a couple points I'd like to bring up

  1. I wish we would turn off the devil talking its just an annoyance (and I do understand thats the point) but, I've been slammed by enemies I didn't see cause he took up a quarter of my screenspace

  2. While I do know there is the fire bar at the top and the little fire icon under the card I would like fire choices to be a little more noticable. in a similar vein to the top when the devil talks during a card choice I sometimes don't notice the little fire under the card til I've picked it cause its a good card and I'm trying to get back in the action

  3. as with the characters I would like to see the unlock conditions for the other 2 robots(in the selection screen)

  4. and finally I wish we could set flame level independant from just picking up flame cards til your at the level you want cause the extra resources are nice and some of the effects are pretty nonimpactful

(edit) 5) multiplayer PWEAAAASE I want to throw fruit with the friends

thank you for your time and really loving the game

torn violet
#

After playing like 45 hours and complete star path i have couple suggestions about gameplay.

  1. Being able to level up whenever i want like separate button to open level-up window. This will enable some builds easier like fire builds which i have to find altars before skills mostly.
  2. After leveling to max all skills and passives. when you level-up it opens and gives dews. I believe no need for that window it can give auto. Disturbs the game play and because of that i don't want to pick "Xp boost passive" With or without that passive always maxing and that make annoyance come early ๐Ÿ˜„
  3. Density. Maybe it can be done with monster curses or global upgrades something like that. Example at 15 curse %10 more monsters at 30 curse %25 more monsters. Sometimes builds are so good you want all the monsters ๐Ÿ˜„
  4. Said that earlier "Quick restart" Option.
  5. Different color on map for talent shrines maybe ?
  6. Endless map. Maybe it will get harder with every elite spawn/kill?
  7. Infinite Small upgrades with resources as a resource sink.
  8. Potato bot feel irrelevant. I don't know what is the intention of that maybe it is for "early game" after unlocking skill combos it feels weak most of the maps I'm not even using it. Maybe another bot for buffing players ?
  9. After game ends we have total damage sheet . Maybe adding DPS as well.
  10. Pre-Game Bans for skills and passives. For adjusting skill/passive pools.
    Besides all. Game feels good i like throwing grapes to other fruits. BTW why grapes not turned on us like other fruits ๐Ÿค”
outer laurel
#

while i enjoy it; the boss fights seem REALLY long. maybe its just me. and maybe im still early on. but ive beat all of em on normal and first one on hard. and each boss encounter takes quite awhile. is this by design or is it a balance thing

odd basalt
#

How long is really long, here?

Edit To Add: I've been playing on normal, and I haven't played hard difficulty recently, so I can't really speak to any ramp up it has, but my time playing each round has been below 20 minutes. So bosses are like, 5-7 minutes at best?

outer laurel
torn violet
#

Couple more feedbacks :

  1. All characters have card buffs like nature earth etc. But getting that cards can be very tricky. For example Groovba : Nature cards and debuffs. Maybe there can be option/self buff for that character Nature or/and Debuff cards can appear more often. So that will make getting skills for that character easier. Or there can be a tree like Shroom shop which we can toggle. Example "Nature cards appear %25 more" you can have this for all card classes which you can toggle.
  2. Joomba: 3 second to get damage buff is too long. If you need that damage buff you wont be able to stay 3 seconds. If you can stay 3 seconds you wont need that damage buff.
  3. Chimpy: Shields. Its just like hardcore option for game play ๐Ÿ˜„ no perks just don't get hit at all. Maybe intended ๐Ÿคทโ€โ™‚๏ธ .
  4. Fire skills need to be more accessible i believe. Maybe it can be done with fire curses. More curses you have more chance to appear. Or fire shrine appear. I mean in the end I'm cursed right ๐Ÿ˜„ Makes parallel with game theme.
oblique merlin
#

I love all the updates, If anything can we have potatoes juice that can turn into vodka from the aging barrel. I think that would be sooo coool. please

flat galleon
#

I'd have someone look more into the English localization and translation because some of the phrasing and words used can be a bit odd.

regal sentinel
#

I'd have someone look more into the

outer laurel
#

on games like megabonk and the like, on steam and discord, there is a 'rich presense' where i can see some metadata about what my friend is playing, like the level they are currently at, and what stage. would be nice to have this for funguys swarm.

signal imp
#

new weapon Bananarang

trail agate
#

guys is it possible for the next update (key binding option), can we only use mouse (by click) to move the character? been used to this option for another similar game, hope i could have it here aswell, thanks guys

signal imp
#

with the changes to banish it would be nice to be able to refuse a level or have a other method to help control what cards I need to pick. I feel like I have less control over my build now.

hollow socket
#

๐Ÿ‘‹
hybrid question/feedback;

i'm not sure if the devs can/do track how many people have completed all of the star path 103/103.

i am one of those people.

i check back recently, and i now see achievements have been added, but they are all hidden.

are the achievements the same "missions" as the ones in the star path?

if so, do the devs plan on linking the star path completion with the achievements, so people like myself don't have to do everything twice?

love all the progress so far, can't wait for more. thanks

pale spear
hollow socket
thorny jewel
#

Hello; this game rocks, though there's one thing that doesn't make much sense to me: the 1% chance increase on the chance-to-occur cards like the bomb on attack or lightning on attack. Other upgrades are like a greater than 10% increase in damage, but 1% chance to happen seems awful small.

thorny jewel
#

Side note: I beg of you to please allow in the settings for the game to continue when focus is lost, e.g. alt-tabbing.

tribal osprey
#

For home decor, I would like to see furniture storeage. A pantry self to store craft like flour, sugar, canning and honey collection. Vegetable and fruit bins, and other cabinets. (With plenty of storage space) Having only the fridge is frustrating, Hate using the chest for kitchen.

thorny jewel
#

Okay, seeing as sugar is made from sugar cane which is a plant making it a vegetable or fruit (don't question it), will we ever go to a sugar-themed zone?

proud isle
#

I like how we can start farming on the sea, but because the sea area is so small the barn takes up so much space I would like to be able to update the barn so I wouldnโ€™t have to buy two on the sea so I can get all the animals that are being sold after you finish the sea and make it strength because you have to buy two and take out so much space that you canโ€™t use the whole space because you wonโ€™t have enough space for all the plants to be planted at the same time as the barn

odd basalt
boreal sage
#

Does anyone really know when the updates are getting on Way

pale spear
pale spear