Shroomwood is a top-down bullet hell shooter with big promises that it has yet to fill. Planning to release in Early Access, it could do with a few tweaks.
As part of the Steam Bullet Fest, I was able to try the demo of Shroomwood. As a big fan of top-down bullet hell games, this one piqued my interest. Citing classics like Enter the Gungeon, I readily headed into what the game had to offer. And it works. Granted, there is not a high bar to clear when playing games from this genre. That does not mean that anyone can do it right.
There is a certain elusive quality that makes or breaks a bullet hell game. Make it too difficult, and you lose your audience. Make the boss fights or bullet patterns too complex, and the same thing happens. But when you give just the correct amount of freedom and difficulty, great things are achieved.
Playing as a small mushroom in a quaint little town attacked by violent forest creatures, each incursion starts the same. In this run-based roguelike, you begin with a pistol and a stick. Over time, resources gained in each run can be spent in the town to improve the other mushroom’s way of life. Above all, starting with better weapons once a certain level is reached is possible. And it’s important to know this because the beginning is highly punishing. Not even a well-timed dodge saves from high-damage bullets.

An impactful feel to the dodge mechanic is vital. In a recent YouTube video from New Frame Plus, which I wholeheartedly recommend, veteran animator Dan Floyd goes on to carefully analyze each frame of Enter the Gungeon’s dodge. How does it feel so good? Well, it’s a combination of the momentum, speed, and animation. Being able to knock off tables in the thick of battle feels immensely satisfying. Shroomwood’s dodges are on the right track, as every wave features plenty of enemies to evade.
Satisfying Gameplay Is King
Starting with a pistol, there’s a shotgun, assault rifle, SMG, and revolver to go through. Instead of opting for infinite ammo, Shroomwood adds a layer of strategy by having finite bullets. This means that every so often you will have to move around a level and manually destroy some barrels to collect acorns (which are the bullets in-game). The melee move also serves as a way to parry enemy attacks that, depending on what you are equipped with—for instance, a tennis racket—might bounce back on the enemy.
Quite cheeky at times, Shroomwood does not shy away from verging into rowdy humor. Items like Weed described as “Not that kind of weed” or violently killing some very cutesy-looking white mushrooms are par for the course. Of course, this may not gel with every player, but at least it commits to the bit. Its massive fungi-based are a fun challenge to work towards in each run.

The only bone I have to pick is the fact that there is still no controller support. Yes, veterans who know their way around WASD support may see this as a nonexistent complaint. But the truth is some of us have always played with controllers, and for a fast-paced bullet hell shooter like this, I hope there is support soon. Besides, games like Archvale or AK-xolotl pride themselves on fast-paced, quick movement. While nimble fingers can get those results on expert hands, more options are always welcome.
Conclusion
Shroomwood has a long way to go to have staying power. Bullet hell games are a dime a dozen. Its promising and inherently silly concept can only go so far. Tweaking enemy damage output, incentivizing the player, and adding clever permanent upgrades would go a long way. As it stands, it is difficult to separate it from its inspirations. And it can get there, as it will release in Early Access. With low expectations, it is still a fun demo to try out.
The Shroomwood demo is available now.