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Mycocosm

Mycocosm

by Unknown

★ 100%
Price $3.99
Avg Players 0
Reviews 2
Released Nov 29, 2024
2DActionArcadeCartoony
View on Steam ↗

Players, last 29 days

Peak 0 · Low 0

Daily peak concurrent players, sampled once a night from Steam.

What players are saying

▲ Recommended 0 hrs
This is clearly some biologist's passion project. Feels a little rough around the edges, but very fun and surprisingly... realistic? If that's the right word...
3 found helpful Steam ↗
▲ Recommended 11 hrs
EDIT: Everything I addressed was reworked, play this game. It's amazing.

Original review below (before update)
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Before you read this, just know my criticisms are only here for the benefit of this game, not to tear the dev down or to deter anyone from playing.

To start off, Annual Mode could definitely use some changes. I understand wanting to make it a kind of rouge-lite mode, but the differences in starting plasmid % was a poor choice. I basically just ended up swapping between the menus, re-rolling to get a higher chance. That being said, that's not the main issue I have with annual. That would be the plasmid % resetting completely every time you combo break (making the 10% plasmid achievement extremely frustrating).

Possible fixes:
1) Remove the random starting plasmid % and have a consistent number of environmental debuffs, weapons, and enemies.
OR
2) Have combo breaks set back the chance by a percentage of the amount gained from the combo. (ex. combo gives +1.2%, combo break takes 0.6%)

I only have one major issue within the game overall, that being the leaves growth. I've found myself growing all the roots and only growing one leaf because any more growth drains Nitrogen and Phosphorous too fast. More time to get a better trade on the wheel doesn't matter if my other resources are draining so fast that I end up with a net loss, despite getting the best trade on that particular wheel. My only suggestions would be to have them drain less fast or guarantee that the best trades show up late game. Either way, I understand that it would be a lot harder to balance than mode-specific changes.

with that all out of the way

I LOVE THIS GAME AND THE HEART THAT WAS PUT INTO IT

If you're looking for a good arcade game to sink a decent number of hours into, then this is absolutely for you. Challenge Arcade is definitely my favorite mode. There's a good chunk of customizability, and it's good for testing out how the different weapons and enemies function. It's worth every penny spent. Thank you to Alex May and Robin Ozard for not just making one, but two absolute banger games.
1 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Version 1.002

506 days ago
General Changes: Reduced the amount of phosphorous and nitrogen drained by new leaves by 50% Annual Mode Changes: For every 5 combo points, the plasmid chance is increased by 0.1% (Down from 10 combo points) Accepting a red trade deal will reduce the current plasmid chance by 0.3% rather than resetting the plasmid chance back to the starting amount for that season When first starting Annual mode, the plasmid chance is the same for both destinations, determined by the current number of upgrades your plant has (3 or fewer = 5%, 4 to 8 = 5.5%, 8 to 15 = 6%, and 15 or higher = 6.5%). After completing the first destination, a formula is used to determine the chance of plasmids for each new destination: Plasmid Chance % = 5% + 0.1*((Enemy Types * 3) + (Environment Effects * 5) - (Weapon Types))

Version 1.00.1 Hotfix

652 days ago
Features: Added ability to reset progress in Annual Mode. Bugs: Fixed glitch with the menu in Annual Mode where sometimes the previous screen wouldn't clear.

Posts come from Steam's official announcements feed.

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