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A jam submission

Isla's Bad Fishing TripView game page

Help Isla, recover her dinner and defeat the evil lord Barac-uda
Submitted by TeePeeDee — 1 minute, 40 seconds before the deadline
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Isla's Bad Fishing Trip's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#153.4673.467
Relevance to the theme picked#163.8673.867
Overall#183.2003.200
Enjoyment#193.0003.000
Execution#202.8002.800
Sensory#252.8672.867

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme Chosen
Fishing (With a heavy nod to Metroidn't)

Engine
Pixel Game Engine (+ own Movement engine on top)

Team/Developer
solo effort TPD

External assets
Fonts, sounds from sound pack, additional sounds and Midi are not my own but from various games (hopefully should be obvious), various backgrounds "sourced" from google image search. Filter Forge used to create other tiles and background

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Comments

Submitted(+1)

Unfortunately I think I got the crash bug on desktop :(. Sounds didn't go so well on web. Pretty mechanically smooth for all that, though I wish it were easier to hit things with the fishing rod. This one is very weird. I liked both bosses alright--agreed with Piellow that the first boss might use a little more telegraphing. And the second boss was actually pretty easy, it just took a while.

Submitted(+1)

This was a trip indeed.
Not a lot else to say honestly x)

I have the same complaints as Falcon already pointed out right below me, as in the first Boss's lack of telegraphs and the audio for some reason was super buggy and choppy on some areas (and It was even buggier on fullscreen for some reason)

Otherwise very funni little game, I love the shitposty aesthetics, and some of the dialogues made me genuinelly giggle, specially the ones from Barac-uda and Alucarp x)

I recorded my run too if you wanna see it, but there's really nothing special on it aside from the choppy music, so... yeah

Developer

thanks would be cool to see the playthrough, as it's easy to become blind to things after playing through the game so often.

The low level audio engine I use really struggles on the web build, I probably need to gut it completely.

HostSubmitted(+1)

TPD's game! It's so janky that it's part of its charm, it all made it funnier. I had issues with sound as well on the web version and I couldn't download it due to the issue regarding downloadable builds. But I had an enjoyable little experience. I would suggest adding telegraphs to the purple dress woman boss, her dash attack was so broken. I would get hit twice during that attack because the knockback didn't push me far, were there some immunity frames? Apart from that, I found the idea to have a jump boost by attacking objects quite interesting. Nice entry!

Developer

Glad you enjoyed the Jankiness, 

There are IFrames - obviously not enough as it is a common complaint - but they are there... I really need to fix the stun lock, basically I plan(ned)  to put 'Amy' back into the bunny hop backwards state after she hits you.. though it requires some engine rewrites so the "monster" dealing damage can get notified and know to change state, and I didn't prioritise it high enough to get in this release (too busy with wierd inconsequental details that no one beyond myself would ever notice ;))

Submitted(+1)

The completely bizarre and absurdist story and vibe of this game certainly makes it stand out! The animations and character art are very impressive, though I would love to see the background art and tiles fit together with the style more cohesively. But I do think my biggest piece of feedback is to work on getting the movement to feel smoother and less floaty. Once you are able to nail down the jump and make the character feel really satisfying to control, you will be better able to design the levels around it. The absolutely bananas tone of the game has me excited to see how it turns out with more time and refinement. Overall, great start!

Developer

thanks.... glad you enjoyed the chaaracter art and the absurdist humour. There really wasn't time to  work on the backgrounds and tiles this time round hence the jarring style , beyond a couple of props for Bara-cuda's throne room.


Movement mechanics definitely need work too, but hopefully I should be able to get something a lot better together for the next version!

Submitted(+1)

Isla's adventure brought tears to my manly eyes

I appreciate the balls-off-the-walls approach with this game! Movement was kind of janky and I didn't like how few iframes you had and how tanky bosses were without the cheat, but otherwise I liked what you got going on. Great work!

Developer

Thanks glad you enjoyed.

As much as I tell myself I am going to concentrate on nailing the movement mechanics, there's always a completely inconsequential element: like implementing an airlock system, (though I am planning to add some more puzzle elements to that)  that grabs my attention.

Aiming to keep this going for SMVM so hopefully can iron out some the jankiness!

Submitted (2 edits) (+1)

That is... peculiar.
Fun entry! Boss felt rather unpredictable but I managed to get through without the cheat. Space jump scheme didn't work on my end though

Developer(+1)

thanks will check out space jump... it worked last time I checked, but didn't test the final build, so a bug might have slipped through, was this web or exe build?


The bosses have pretty well defined states, once you learn (or have programmed them), but they are probably not sign posted enough to feel fair for first time encountering them. Will try and improve on that for later (SMVM) versions

Submitted

It was the web build, and I just tried it again to be sure. At least it's not something crucial though, one can get used to either scheme

Submitted(+1)

It's...interesting to see an off the wall approach. The humour and game look fit well together.  The map worked well. The movement does feel a little janky and jumping seemed a little challenging. 

Overall, good job!

Developer

thanks... yeah the movement and jumping needs some work, hopefully the SMVM entry will polish that up a lot

Submitted(+1)

As always, I love your games' sense of humor, personality, and art. Because of the issue regarding sound, I can't give any critique in that area, but your previous games usually sound good when i get them to work right. You're interpretation of fishing + metroidn't worked well. I guess my only critique is that (and this has been common across your games for me) I always have trouble with your bosses. Maybe I'm just bad at them, but they take a while for me to make progress on. Also, I think your map implementation is your best yet.

Solid work from TeePeeDee as always!  

Developer

Cheat mode press O to reduce the boss health ;)

Submitted(+1)

ooo I missed that in the controls section. I'll have to give it another go!

Developer

it's just 100 hp off the bosses health (so press 4 times to kill 1st boss... 7 for 2nd)

Submitted(+1)

would be nice if pressing space during the dialogue animation just showed the full text instead of skipping to the next textbox entirely. I accidentally skipped through most of the first conversation because i assumed it would work like this. cool game though, baracuda's intro is gold

Developer(+1)

Yeah I should have fixed that.... By my 110000th play through to detect bugs I kind of wanted the conversations to go by quickly and never switched back to showing it all - Baracuda I purposely made non skippable though to make sure everyone got to experience the full CHEESE!

Submitted

Very unique idea, I like how much personality this project has! I was a little overwhelmed by all the moving bits and pieces, but seems like there's a lot to do!

Submitted(+1)

I must say the writing didn't disappoint, I was expecting gold and that's what I received :D Sorry if I turn out overly harsh, but I think pointing out things to help fix for SMVM might help a lot. So for starters I didn't get to enjoy music, webgl version is heavily stuttering and I couldn't run windows build (crash after first dialogue).
I like characters spritework, especially the frickin flip on dodge, my only issue with animations is that they're not matching with actions very well, mostly character movement speed with speed of action. Bossfights were cool, I enjoyed final one more than the first one, it was a bit hard at times to read what Isla's nemesis would do next and there's a stunlock potential if you get knockback'd into a corner.
At some point my UI also disappeared, not sure why, but it didn't bother me too much, maybe other than the fact that i didn't get to see if there's oxygen indicator (if there's not, pls add, i had to figure out the hard way it exists lol)
No arguments about theme usage, Fishing is there, nuff said, also castlevania vibes, great stuff. Also huge respect for not using pre-existing engine but rather writing your own stuff, for that time frame i think it's great

Developer

will look and see if I can replicate the bug

The "final" windows build was untested... and web build is known to be heavy...

Did both issues (ui and ui disappearing) appear on going into the water?


And yes there should be a oxygen indicator

Developer (1 edit)

Oh and thanks for the feedback :) 

Maybe you pressed H by mistake (show hide HUD) one of the undocumented keystrokes I use for testing things out.... maybe it shouldn't be so close to the dodge button ;)


Oh and for full disclosure, this is based on an engine I already had written using the Pixel Game Engine underneath (mostly used for simple sprite drawing routines), but it was a fairly comprehensive rewrite this time round

Submitted(+1)

It's possible, it's close to dodge button so might've fat fingered and hid hud by accident haha. About the engine stuff, still pretty impressive, iirc that's still working with raw c++ but using some helper libraries, right?