#๐คfgs-feedback
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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
)
ohhhh hmmm we might need video on this, could you record it perhaps? I'll relay it to the team tho~
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ๅธๆๅฏไธ็จ้ป้ธ
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Sometimes I'll run into an invisible wall? ๐ค 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
Sometimes I'll run into an invisible
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....
In here: https://discord.com/channels/623097219628662784/1222876094190059542
this is the channel for Stairway's other games, Funguys swarm.
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.
Add Goth Girl NPC

Do you mean goth girl npc in Funguys Swarm or Coral Island? ๐
Coral Island ๐ฅ ๐ฅ ๐ฅ
Aha yeah for Coral Island you can post your feedback in this channel #๐คcoral-feedback!
- I would like to see tags on spell (when you picked them)
- Clear describtion on how to unlock new weapons
- Customize your Shroom
- 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)
- 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
Hi friend! For Coral Island related feedback, you can share it here instead: https://discord.com/channels/623097219628662784/623123701952544797
This one is the feedback channel for Funguys Swarm game!
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)
i think it would be cool to add a timer on the end screen that tells you how fast you defeated the boss
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Press TAB again to close the profile ๐ญ
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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.
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Reroll upgrade (probably will be there in the full game).
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If you don't have a fast clear build, multiple strawberries at once can be hard do dodge.
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.
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?
Demo Memory Usage
7 levels on skills feel alot better and Rerolls needs to stay permanent ๐
Reroll will STAY!
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?
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.
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
can you guys at lease update something to the demo, really need to play more content
as we're gearing up towards early access, right now all the new content is focused to be there ๐ but i'll let the team know on this!
My pet is still stuck in the house doorway and can't freely walk around the house
I think you meant to put this in the #1222876094190059542 channel. So long as you don't have any mods on
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?
hi hi! oh nooo do you mind sharing the details in https://discord.com/channels/623097219628662784/1346314362549440573 ? ๐ฎ
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.
This is something they're planning on changing, and this is for the FunGuys game, Coral Island feedback is here: #๐คcoral-feedback
hello,here is some suggestions,"ๆปก็บง" will be better than "ๆๅค"ใits a good game๏ผwait for 8.21
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.
I also had this feedback, I'd love for them to make it a thing~
I HATE AUTO SORT!!!
WRONG GAME CHANNEL!!
-# sorry couldn't help laugh
-# I just respond the same way
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
#๐fgs-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
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
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
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
<@&909661844698972160>
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)
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.
if all your skills are max out and you click "Lock skill" out cant do anything. and you have to alt+F4 ๐
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?
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?
Maybe ask if we want to use the revive charge 
I think you can disable the perks, can you not?
- 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.
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.
reroll in general feels... not random. I understand there are only 4 mutations per skill, but it's frustrating to use 3 rerolls only to have the same options come up each time.
I mentioned this in #1346314362549440573, but nobody answered. ๐
- Bug report. Magnetika does not spawn magnets.
played 2 games without getting a single one ๐ he is level 3
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).
I don't know what you guys did or
Hi Azzek! Do you mind sharing more details about the bug you're experiencing on this channel: https://discord.com/channels/623097219628662784/1408119327819042937 ? We will check it!
Thank you so much!
Some of these popup screens are WAY too
@queen bloom I don't believe the treeling actually spawns a magnet pickup. Instead, once the UI icon fills up, it just activates the magnet power as if you had picked one up.
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.
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.
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.
Fortunately, they reversed the change that reset curse level on victory in today's hotfix. For those of us looking for a greater challenge, they will likely have harder modes and maps later in development
I've unlocked everything now and played with all the skills/weapons. Do weapon based skills seem pretty underpowered to anyone else?
That makes sense. I've just had a few times now where I've defeated an elite and an encounter at roughly the same time (elite follows you into a 'stay inside the circle' challenge) and not been able to collect all the loot from both events before being teleported to the boss fight.
Agreed. I've tried to make a build for weapon attack damage, but skills are always better. Even among the skills, there is a lot of balancing left to do. I can definitely see how they COULD all be viable strategies, though.
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.
I hope you guys add coop or multiplayer to the game it would be so much fun
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.
please add history of runs where you could see what build you did and what the outcome was
Hello, I feel like you want to put this feedback in #๐คcoral-feedback
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.
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.
Or at least give an option to have a confirmation screen. I've also accidentally banished cards I wanted due to UI sluggishness (as well as accidentally used a reroll).
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.
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.
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.
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,
My wife and I have been playing the multiplayer religiously since the update and we have some feedback! ๐ฅบ๐ค
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.
itโs hard because we share income, and if we didnโt the resources arenโt 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.
this is the feedback channel for Funguys Swarm, you're looking for the Coral Island feedback channel.
Fire king cards feel useless. They seem to be billed as a risk vs reward card but even without the negatives Iโve never wanted to take a fire card. The other cards are way more useful and donโt have drawbacks. Couple that with the fact that they donโt stack with existing cards (it will take one of your skill slots) and Iโve never taken a fire card on purpose.
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.
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.
Perhaps Make water dew shop and weapon shop upgrade toggleable too, for those who want difficulty increase
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.
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
I agree. I was always curious if that character evolution increases if you take damage while holding the shield rune. Technically, it probably shouldn't because it blocks damage, but it would be a cool mechanic if it did. Even if I try really hard, I'm not sure I ever take 40 damage in a single run.
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?
On that note I also think that damage sum up should show weapon damage. I don't see the reason for it not being there.
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
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.
I'll give that a try next time. thanks!
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
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.
yeah when I first tried farm on hard I thought I forgot to actually switch it because it felt almost easier
I definitelly feel like you should take full heart of damage on hard mode. Shields should have longer cooldown accordingly
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)
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?
wrong game
Hearts are not fixed on spouse or children. cannot invite spouse to hang out which sucked on his birthday
Again, wrong game
@severe garden You want to go to #๐คcoral-feedback for this. And @lone mason You can make a report in #1222876094190059542 if you don't find someone else having made the same report already
Ohhhh lol what game is this then? Lol
Funguys Swarm. If you look at the channel list the channels are grouped by the game they belong to.
I feel like itโd be cooler if there was a human character that shrinks, kinda like in Grounded
<@&909661844698972160>
Please add Endless Mode and a Ladder โค๏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.
This is the feedback channel for Funguys Swarm. You need to post this over in the Coral Island feedback channel.
Oh iโm sorry.
Hi, I need to wear a cap with the same hair style, may I know if you guys are planning to update on this?
<@&909661844698972160>
bad update๏ผwe need to know what we are chosing๏ผbecause the other one will disppear now๏ผshow all the choice please
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.
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.
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.
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.
anything multi-shot is going to be a massive power bump for on-hit skills. Not really sure how to fix that aside from removing skills that are triggered on-hit. Could maybe make everything but the primary projectile not trigger on-hit effects, but that would be a pretty strong nerf to the current system that would require its own set of rebalancing.
<@&909661844698972160>
Ty!
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
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
none of what you said makes a bit of sense so I suspect you're trying to leave feedback for Coral Island, this is the feedback channel for Funguys Swarm.
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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.
wrong game channel, this is Funguys swarm. Coral island questions are here #๐coral-general , but known issue
Thank you friend
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.
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.
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
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<@&909661844698972160> other channels has spam from this user
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<@&909661844698972160> spam in voice channels from the user
Reason: Too many spoiler tags
Most of the skills are AoE. It would be nice to have some single-targeted skills, mainly for bosses
https://cdn.discordapp.com/attachments/1450080434472878081/1450080435509133332/image.png?ex=69433665&is=6941e4e5&hm=538297c91a5e280324681b8ba704ef95b3d3eb9a1fde569d7c4b072e35478470&
I think an indicator on how much bonus damage Dark truffle currently give would be awesome
hey guys, Double Time depends on Twin Flame and Twin Flame depends on Double Time. That's bad.
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
continuing on this, crit dmg on rare\epic sucks, like it gives only 10-15% crit dmg, while crit chance and dmg are way better
Funny thing is if crit damage gives you 1 damage the original damage gives you 2 or 3 and it's counting not even criting that's how bad the ratio is
I think even 30 percent for epic is insanely low on crit damage it should be at least 50
But I still hope they remove the rarity completely it's really annoying in any game I played
If normal dam is 50, crit should be like... 100
And also poison+ignite, wtf are you suppose to do with them when they deal like 20dps? When 1 single cast of skill deals like.. 50-400
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
You didn't get what we said
I meant when you buff crit damage if it gives you +1 damage to over all crit damage
By buffing the main damage you actually get alot more with out even criting
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!
I was wondering if we could get a divorce option especially because on console we canโt edit our saves like on pc
optimization needs work but the game is very fun overall and im happy to follow its development
Hey @pulsar junco This is the feedback channel for the game Funguys Swarm. You're looking for the #๐คcoral-feedback channel
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
clearing water shrine encounter lowers curse without objection = ๐ข
I just wanted to proc my diamond cap passive ๐ฉ
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?
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?
up on this the only useable dash skills atm are ice, dash slash, primal and lightning speed
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
imo, phantom dash is fine, albeit the duration is a tad long. Pretty sure max dash cooldown from Dew upgrades is enough to have 100% uptime on a fully upgraded phantom dash (ie permanent invulnerability). Plus, only weapon attacks are blocked during the duration; all other "on cooldown" skills proc with their timers.
still feels kinda bad being locked in an animation for that long tho
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.
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
Hi I have a very long feedback of new update!
Can I upload that in this channel? ๐
yes yes you can post feedback for Funguys Swarm here!
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.
New shirines seems like green on the map. Did you guys considered doing talent ones different color.
Please consider reducing the card
If passives like "Golden Chance" "Cooldown" ETC shown in affected skills tooltip would be nicer. Also like Talents like increased damage when taking damage.
Hello, i really like your game, will you add achievements in future ? ๐
Hi Risa!
There is no achievement in Early Access yet. But there will be achievements in v1.0! ๐
You can check another FAQ here https://discord.com/channels/623097219628662784/1349964126482464859
Quick restart option will be nice for restarting runs
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?
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. ๐
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:
I can't share images here, but bosses taking 20 minutes alone is absurd. I think they need a health nerf.
Never mind. The message was too long to send all at once on Discord, and since thereโs a 1-hour slow mode, I canโt even split it up. So I decided not to share it on Discord and will send it through Google Forms instead.
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.
hi Butter yes yes feel free to send it through google form, or you can just DM it to me and ill relay it to the team โค๏ธ
I feel like Joombaโs current trait doesnโt 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 Joombaโs โstanding stillโ trait feel out of sync with the gameโs 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 Joombaโs 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 Bonkโs 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 Joombaโs activation condition from โstanding 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 Joombaโs character size could also be an interesting option that fits well with the characterโs appearance and identity!
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.
Hi I've played a decent bit and only have a couple points I'd like to bring up
-
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
-
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
-
as with the characters I would like to see the unlock conditions for the other 2 robots(in the selection screen)
-
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
After playing like 45 hours and complete star path i have couple suggestions about gameplay.
- 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.
- 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 ๐
- 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 ๐
- Said that earlier "Quick restart" Option.
- Different color on map for talent shrines maybe ?
- Endless map. Maybe it will get harder with every elite spawn/kill?
- Infinite Small upgrades with resources as a resource sink.
- 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 ?
- After game ends we have total damage sheet . Maybe adding DPS as well.
- 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 ๐ค
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
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?
That's a long ass time to fight a boss lol. Dunno. Just seems like the boss battle takes a long time compared to the cadence of the run.
Don't know if I'm complaining more than just making an observation and seeing if others feel the same.
Couple more feedbacks :
- 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.
- 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.
- Chimpy: Shields. Its just like hardcore option for game play ๐ no perks just don't get hit at all. Maybe intended ๐คทโโ๏ธ .
- 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 ๐ Makes parallel with game theme.
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
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.
I'd have someone look more into the
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.
new weapon Bananarang
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
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.
๐
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
Hi Steeve, thank you for the question and for completing all 103 Star Path missions, thatโs impressive!
Most achievements will be linked to Star Path progress, so loading the game should unlock achievements based on your current progress. There will also be additional achievements beyond the Star Path added later. Weโll share more details once the system is fully finalized 
just a quick update:
loading up the game, nothing seems to have synced.
star path is now 103/114, but all 112 achievements still hidden on steam.
would love to see quality of life improvements in the future.
thanks ๐ซก
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.
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.
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.
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?
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 wouldnโt 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 canโt use the whole space because you wonโt have enough space for all the plants to be planted at the same time as the barn
Heyo~! This is feedback for the game Funguys Swarm. You're looking for Coral Island's which is here #๐คcoral-feedback Same for you @tribal osprey and @thorny jewel
Does anyone really know when the updates are getting on Way
Our team is still working on the upcoming Funguys Swarm update at the moment, so please stay tuned for more news and information ๐
Hi Moriarty,
Thank you for taking the time to share your feedback!
Please note that this specific channel is dedicated to Funguys Swarm. For any Coral Island feedback, you can share it here: https://discord.com/channels/623097219628662784/623123701952544797
Thank you for understanding!