Hi there!
Thank you for checking out this very early stage of Mushroom Head. This game represents not only an important part of its development but also my personal journey as a hobbyist game creator. It’s my first game ever, and I have big dreams for Mushroom Head and the games I plan to create in the future.
This is designed to be a cozy couch game, perfect for playing with friends or during solo sessions. The visuals you see now reflect the direction I aim to take, but everything will evolve as my skills and the game progress.
Your feedback is incredibly valuable to me. I want to learn, grow, and refine my ideas with insights from you, the players. If you have thoughts to share, feel free to reach out on Instagram or through this website.
Let’s stay in touch!
Cezary S.
What to expect?
Mushroom Head is my first ever game project, and it’s not even in the prototype stage yet. It began as a way to practice using Unreal Engine and test my skills. Along the way, I learned a lot – including that developing gameplay mechanics and visual style simultaneously isn’t the best idea. But by the time I realized that, it was already too late!
Despite the challenges, I decided to push forward, do as much as I can, and learn on the journey. I’ve watched countless tutorials, made plenty of mistakes, and here we are: half a year and about 40-60 hours of work later.
The game currently has:
Simple mechanics that I plan to expand as my skills grow.
Small levels that hint at the direction I’d like to take.
Visuals that represent the kind of magical, medieval-inspired world I aim to create.
Admittedly, Mushroom Head still has significant performance issues and a few bugs in its mechanics. These are challenges I intend to tackle as I develop new skills and learn how to fix them.
The Vision
At its core, this game is a playground for experimenting with the connection between analog and digital experiences. I want it to be:
A magical hub – Mushroom Hub – where players can explore unique mechanics and environments.
Funny and engaging
Open-world with diverse levels and tasks
Why Share Now?
Even though the game isn’t ready for release, I decided to share my progress with friends and, now, with you. Their enthusiasm inspired me to gather feedback and see if I can turn this project into something truly special. Sharing this journey allows me to learn, improve, and maybe even finish the game in the way I envision.
This is just the beginning of Mushroom Head, and I’m excited to see where it leads. Join me as I explore, create, and bring this magical world to life!
Making SpeedBall
SpeedBall is part of my learning journey with Unreal Engine. I challenged myself to complete a small, playable game in just one month so I could keep moving forward and explore more advanced topics. I followed the excellent tutorials by Pixel Helmet and took the Udemy course Unreal Engine 5 Blueprints: Develop Your First Two Games—easily the best purchase I’ve made in this field so far. Pixel Helmet, in particular, was the best tutor I found online. I had tried to grasp Blueprint Interfaces many times before, but during the first part of the course, the logic finally clicked.
Once I had the basics down, I started adding my own ideas and mechanics to the game—not everything I imagined made it in, but with the help of my growing knowledge, online tutorials, and large language models, I was able to crack through most of the challenges. The result is SpeedBall, a fast-paced platformer where a yellow ball rolls at high speed, jumps to avoid obstacles, and collects as many stars as possible in a vibrant, surreal world. I even added a score summary screen that calculates your total time, number of failures, and collected stars. My best score so far is 3,500 points—think you can beat it?
🎥 Roll With Me on YouTube – Dev Logs / Behind the Scenes
Jump Far
Jump Far is a mini-game I created as part of my journey to learn game development. I followed one full tutorial from start to finish and ended up creating a complete, playable game—with three levels and a few fun mechanics—over the course of about two weeks.
It’s a short but challenging 3D platformer where you’ll need precision and timing to find your way to the portal at the end of each level.
Each level introduces a new mechanic, and I’ve already got more ideas brewing for future updates—if you want more, let me know!
🎮 Current Features:
– Three short levels with increasing difficulty
– A few core mechanics that keep the gameplay interesting
– Aesthetic visuals that set the tone for the final game’s style
– Lightweight performance – easy to run on most PCs
This is just a start—but it’s a full, working game.
Try it, share your thoughts, and help shape what comes next! 😄