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Fishwishdish

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A member registered Jul 25, 2015 · View creator page →

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Thanks for playing! For the last level:

Tip #1

The level’s about getting the enemy to do something that they haven’t done before in the game, but that you’ve done.

Full on spoiler

You can lure the bottom-most pawn to the bottom row, at which point it gets promoted to a queen that can attack your bishops.

(1 edit)
  • Cover art pulled me in
  • Really pretty! Good use of particles for the shooting stars.
  • Oh god it's the Stardew minigame (I'm having legendary fish flashbacks)
  • Made it to 13 before getting orbital struck

Cute! Art is very well done, one of the prettier games I've played this jam. And generally good attention to detail.

53s for me. Creative take on the theme!

  • Right off the bat, incredible title screen
  • The yeehaw feature is excellent
  • Very satisfying revolver reload visuals
  • Very nice parallax background, and I like the gradient on the sky
  • The helicopter seems to invariably be the end of me, have had a few runs end via it

Really pretty and polished!

I like it! Very clever take on the theme. The paper towel rip-off level transition is really well done. I think there's a bug where if you quickly double space, you do not quite a double jump, but a boosted jump.

Banger description and fitting music. It seems like the wanted poster is pretty much enough to figure out who the culprit is? Very short, but I like the spin on the theme.

    • Really nice reload animation, and though they're simple, the recharge progress bars are very effective
    • The camera can be a bit herky-jerky at times 
    • Sound effects are very nice
    • The inventory system is a bit much to figure out on the fly, past a certain point there's not much empty space where you can figure it out.
    • Nice variety with the enemies. You can definitely get tactical with the explode-y ones and using them to clear out some of the others.

    Final bounty of $15500. Really impressive polish, and an enjoyable game. Good work!

    Nice variety in enemies and upgrades, I liked being able to choose if I leaned into more or less of a knockback build. Adding sound effects would go a long way IMO. Well done!

    Art-style is great! Very, very short though, and a bit one dimensional. I've done those reaction time online tests before and I'm extremely slow with those so was worried that I'd get smoked with this one, but didn't have any trouble with that.

    I think it could be nice to communicate back to the player how quickly they reacted, whether in raw ms of reaction time or something else.

    Made in one day is crazy though, great work for doing it in such a short amount of time!

    • Shooting feels good, nice camera shake
    • Seeing some duplicate upgrades on the upgrade screen
    • I've realized that you can do a quick three-tap, that definitely helps
    • It seems like sometimes shooting at close range pulls enemies in towards you? They seem to be closing the gap quite fast at times
    • IMO auto-reloading when empty would be a nice QoL thing
    • Getting three extra bullets is massive, definitely the best upgrade I've gotten so far
    • I keep accidentally selecting an upgrade as I'm spam-shooting, lol

    Decent number of QoL improvements IMO, but I had fun! Definitely challenging. My best was $140,991

    • Good use of particle effects
    • Nice camera shake on shooting
    • Difficulty definitely ramps up a lot with wave 3, I got cooked

    Fun! 

    Neat! Good work on the sound effects. I definitely learned to prioritize getting behind cover as I went. The actual act of drawing a lasso around a bandit could be a bit awkward at times, and the lack of a length limit meant I could do a loop around the map and make one big lasso. I had fun, good work!

    • Very cute cursor
    • Nice, you don't see too many cutscenes in jam games!
    • Artstyle is very cute
    • I've been sneeze-locked—I keep on sneezing, moving a step or two, and immediately sneezing again

    Good work!

    • "whimsy consultant"
    • The squishy sprites in the credits are a nice touch
    • Really nice sprites/colors
    • The music goes INCREDIBLY hard
    • Really good tutorialization here
    • Really cool puzzle mechanics, and I like the stars to unlock system

    Easily my favorite of the jam so far. Great execution, polish, and core idea.

    Thanks for playing, and appreciate the feedback! You're not the only one who had that issue with the bishop sprite, I definitely could've disambiguated it better.

    • Banger cover art
    • I love the main menu visuals

    Very short, but the cats themselves are very cute. More hiding places/random artifacts could've been cool to make it more of a "where's Waldo" experience. And sound effects/music would've been nice as well.

    • Nice amount of feedback via sound effects, even for small actions/visuals
    • More in-game tutorials would be nice, but it's not too hard to learn by doing. Having blackjack as a base definitely makes it easier to get into.
    • Card movement is very satisfying. Balatro-esque. And the floaty text above the cards is a nice touch.
    • Whoa revolver is sick

    Very fun, and very good polish. Enjoyed learning what all of the cards did and managed to get a few hands that really popped off.

    • Art style is great, really good pixel art
    • Good in-game tutorials
    • The coins as bullets idea is neat. The blobs reflecting them back at you adds an interesting wrinkle
    • Multiple enemy types!
    • Restarting back at the beginning is a bit rough

    Cool game, good work!

    • Right off the bat, really like the premise, it's a creative flip of the theme
    • Appreciate the in-game tutorials. I think it is a bit much to throw at the player all at once though (my game does has the exact same problem).
    • The fast forward mechanic is a nice touch!
    • I like the effort put into sound effects. Good audio feedback for most actions.
    • "He was annoying, by the way"
      • I like the humor with the bounty calls
    • It doesn't seem like there's much of a downside to taking every bounty offered to you?
    • The day feels a bit long—it's a lot of waiting for things to happen and speeding up time

    I like the amount of polish that went into the game, those small things add up! I think pacing is the biggest thing that could be improved upon. Cool idea and good work!

    Thanks for playing! For the puzzles, I'd try to think about an interesting chess mechanic/interaction and see if I could come up with a scenario where that mechanic/interaction shined. I wanted more multi-step, "plan three moves ahead" puzzles, but those were a lot trickier to design.

    • Art is cute!
    • Love a good typing game.
    • A two for one! Randomly got two "bounty"s within a few seconds
    • Wild west aesthetic is well executed, between the art, music, and wild-west themed phrases

    Good job!

    • I appreciate all of the visual/audio feedback for hovering/clicking on different components
    • Case in point, the eyes on the card following my cursor is a nice touch
    • Definitely takes getting the hang of, though it helped a lot when I learned I could hover the worker cards over the ingredients
    • I'm now realizing schloops and djangles are not, in fact, the same thing

    51 turns later, and I've made it to 5 moneys!

    Very cool and original.

    • I like the built-in high score tracking
    • In game tutorials would be nice—run number one saw me confusedly moving around while enemy ships shot me, lol
    • Nice retro aesthetic
    • Good difficulty level. Not a walk in the park by any means.
    • I like the enemy movement, and the different enemies spawning in as the wave goes on

    Good work! I like the flipping of the bounty theme to where you're the one the bounty's on.

    • Very cool title screen! Love seeing a main menu with some movement on it
    • For the upgrades, it seems redundant to show width and also width with blue text and shiny particles at the same time. If there's no reason to pick non-shiny width, then it seems like a different upgrade should be shown.
    • I like the shiny blue particles, that's a nice touch
    • Progression between runs!
    • I like the pixel art! Main character looks very good, and I like the pumpkins throughout the level
    • Not being able to heal is tough
    • Neat, another area after rooster #2!
    • Augh, I got very quickly bested by the crow

    Very fun, and a lot of replayability!

    Fun little game. I liked the sound effects that were there, and I like the cute, hand-drawn art style. I ran into a few minor visual bugs where indicators stuck around when they shouldn't have (e.g. the speech bubble with the number persisting through rounds), but nothing game-breaking.

    • Right off the bat, phenomenal art, and really cool title screen/character select!
    • Very good tutorials
    • I like the click-y snap to grid sound effect, as well as the visual indicator for synergies
    • I really like the tetris-ing of structures
    • I think the bounty theme feels a bit tacked on—I don't think there being a bounty on a certain enemy type really had any bearing on how I'd approach any of how I set up my kingdom.
    • Very cool to have an endless mode option
    • Money definitely stops being an issue at a point—I've fully upgraded the kingdom, so now it seems like I can more or less ignore any money-earning structures

    I like it a lot! Very fun, polished, and nice to look at.

    • Really like the art!
    • Some music would be nice. I do like the sound effects that are there.
    • Cool that the player character is randomized, started a second run and now I'm blond!
    • I assume the towel is for PvP?
    • Agree that some additional tutorialization would be nice, I think most of what's in the game is fairly self-explanatory

    Cool game, and nice to see multiplayer support. I think this is the first game of the jam where I've seen that.

    • IMO movement feels a bit too slidy
    • I like the amount + variety of of sound effects
    • Tree collision is a bit weird
    • I won!

    Neat, definitely hit the retro aesthetic. Agree with the comments about the camera zoom

    • Cool logo!
    • I think dashing in the direction of the mouse is a bit awkward, I was expecting to dash in the direction I was moving instead
    • The fire burndown rate is pretty unforgiving, it makes it difficult to explore the other mechanics when you always need to focus on collecting firewood.
    • I have made slop
    • Nice particles with the cauldron

    Definitely got into the flow of things the more I played it. The spiceberry movement mechanic is neat. Definitely agree that some in game tutorialization would have been great, but I do appreciate all the detail in the description. Cool game, and o7 to a fellow solo jammer.

    • You can type in the notebooks!
    • Oh, it's an autobattler
    • A fast forward option on the battles could be a nice add, my storm is very slowly whittling away at a building while it's stuck behind a few corpses
    • Fun messing around with different combos and seeing what pops out

    Cool idea

    • I like the music and pixel art.
    • Multiple songs!
    • Some sort of tutorial would help quite a bit, but I'm figuring things out. Right clicking to remove is pretty intuitive
    • Resources definitely cease to become an issue after a certain point
    • Slightly confused about having to pick a recipe for brewing, I'd have expected the ingredients to automatically decide the concoction. Maybe to allow for the multi-crushed ingredient recipes?

    Very cool, I like the factory setup idea. Definitely a few UI quirks with parts of the board being obscured or dialog boxes being offscreen, but nothing that couldn't be worked around.

    • Really well done on the retro aesthetic
    • Combat feels a little lacking. Sword hitboxes don't feel entirely accurate, and some knockback could help.
    • Weird control nitpick: if you're pressing up/down and the press left/right (while still holding up/down), you start moving left or right. If you're pressing left/right and press up/down, you keep going left/right.
    • Impressive world size, and asset variety
    • I appreciate the softlock protection on the left side Sokoban section
    • Hearts seem exceptionally hard to come by (is there any way of regaining health?). I find myself avoiding combat entirely where I can. (update: I see, on putting an ingredient in your health is replenished)
    • I won!
    • Incredible cover art + title combo.
    • I'm rocking with the banjo
    • Very Halo-esque driving
    • I had some trouble figuring out what to do. Did a decent amount of driving around, ramming into beehives, and hopping out to  collect the honey, but past that I wasn't sure if there was more I was meant to do.
    • Love the animations

    I like it! As a puzzle game in a very puzzle-game-lacking jam, this was a breath of fresh air (is that irony)?

    Very relaxing, cute game. I like the Animal-Crossing-ese customer ordering. Nice misc sound effects (the fire crackling, the cat purring every so often). I like that there's not a big time crunch for serving customers, it makes this game stand out. Spam clicking the coffee cup has some interesting effects. I like it a lot.

    What's the source on the music?

    • Very nice art!
    • The dialog has a decent amount of unrecognized characters, might be a font issue?
    • "Pigeonhole the intern," nice
    • Music doesn't seem to be looping

    I got stuck post freeing the woodpecker, but fun walking sim. Plenty to pick up/interact with and a bunch of fun birds to interact with. Plenty of small gags and witty things scattered about, I like the bird that just makes bird noises. Well done!

    Neat, I like the ingredient combining. I think visually things are spaced out a bit too much, and at least on keyboard the menu navigation could be a little awkward. Solid sound effects. Nice work!

    • "Subtitle"
    • ^ credits similarly seem to be left as placeholders
    • I like the pixel art and animations
    • Some in game tutorialization would be nice. It took me a bit to realize you had to right click to order the workers.
    • I like the little scampering sound effect

    I like the concept. I think it would be interesting to see the idea expanded a bit more. More places to build, more options for the wanderers, etc.

    I think the crafting is fairly intuitive. I didn't feel like there was terribly much incentive towards exploration, I found that I'd used up all of my resources by the time I got to the boss and just restarted. I think adding some sound effects would be a nice next step.

    Nice work!