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Fishwishdish

33
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3
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1
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A member registered Jul 25, 2015 · View creator page →

Creator of

Recent community posts

  • 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!

  • The boomerang weapon is neat
  • I've been sandwiched and killed
  • I like the movement with the clouds in the background
  • Good weapon variety. It seems like with the boot, you can Mario stomp or push enemies back?

Neat little game. +1 to the death animation being very well done.

  • I don't like how the all-seeing cherries are looking at me
  • Neat, I like the laser chopping minigame
  • Pixel art on the rocket game is very nice

Final report card: 

  • Zapping: 7.98s, Junk 0
  • Lasers fired: 5
  • Ladle spins: 20

I liked it, good work!

  • Music/SFX sliders appear to be broken
  • Camera is a bit jarring/sensitive
  • Getting the hang of things. Took me a bit to realize you need to circle back to the same customer and that you can carry multiple drinks at once
  • It doesn't seem like the upgrade barrel capacity button does anything when you have enough for it.

I think adding some variety shift over shift could be nice, as well as leaning into more resource management/upgrade mechanics. As it was, I wasn't so sure what the effect of refilling the barrel was.

  • Tutorial put a big smile on my face, this rocks
  • The :D's
  • Great sound effects, the music fits the vibe well
  • Really testing my fruit knowledge
  • "Also kiwis"

I loved this, tons of personality. Great job!

  • Right off the bat, love the art.
  • I love the non-main menu start. Good way of introducing the game's core mechanic too.
  • I didn't realize the bar at the bottom was the player's health bar. I associate those big, screen-long health bars with boss bars.
  • Didn't realize it until playthrough two, but cool that the starting recipe can be used whenever during the battle to heal.

Very cool, and congrats on jam #1!

  • Took me a bit to realize that you could go in the ship, I spent some time wandering around
  • On the ship, some indication that certain areas are clickable would be nice. Something on hover, maybe.
  • Multiple songs, nice
  • I like the bug people
  • The y-sorting with the trees is a little off

Not sure if I'm missing something with the microbes, but I couldn't progress past that point.

  • The amount of animation in the title page is cool, but I instinctively find myself tilting my head looking at it
  • The save/load system seems overkill?
  • Whoa, character customization
  • The store is a bit overwhelming, I have no idea what these traits/stats/costs mean
    • I suppose I'll hire everyone
  • Bulk options for the store would be nice. Though maybe that's less of a thing when you can't hire everyone?
  • I really like the character sketches
  • The ongoing expeditions might be stuck as ongoing?
  • It doesn't seem to let me get past day 30?

Just now seeing your comment below about not being able to finish. It's evident that a lot of work went into parts of it, I'm curious about what the full vision was for the game.

  • Agree with the font being a bit tricky
  • I like the art and sound. Very stylized.
  • Tutorialization could have been a bit better—I very much got confused about how active I was meant to be during the green spreading phase
  • I do appreciate that you can hover over the tags for a description
  • Fast forward button is much appreciated

It's obvious that a lot of work and care went into this—I love the small details like being able to flip the DNA helix in the upper right and the hover sound for the trinkets bar. Biggest thing hurting it IMO was tutorialization—ideally there'd be something in-game, but even a blob of text on the itch page would have helped a lot. Definitely interested to see what this would become with a bit more time/polish.

  • Free RAM! My lucky day!
  • I like allowing the player to discover things organically through the terminal and not screaming "open the terminal and type help"
  • Though having said that, I have stalled out pretty hard with finding out the password :(

I like the direction the game was going, though I fear I may not be cut out for the Guild with my hacker abilities (or lack thereof)

  • I like the tip text between the early waves
  • Glad to see another enemy type join the mix.
  • The waves could feel a bit same-y, probably something where more enemies or different distributions of them could have helped
  • There wasn't too much strategy necessary to clear the waves past spamming E and wiggling around a lot. Maybe leaning into different types of chroma enabling different things could have been a way to spice things up?
  • Some background music would have been a nice addition
  • Made it to wave 10!
  • Main character is cute!
  • Sound effects + movement polish would go a long way here
  • My success seems heavily correlated with the number of birds that appear, haha
  • Love the detail on the homepage!
  • Very in depth options. A language setting!
  • Cool art style, I don't think I've seen anything else in the jam quite like it
  • Jumping feels a bit floaty for my liking
  • A visual indicator for how much time juice you have could be useful
  • Also got stuck on level 2 :(

Cool game/idea, good job!

  • I'm impressed by the options here, I think this is the first entry I've seen remappable  inputs in
  • The  Star Wars scroll!
  • More feedback on chest opens would be useful
  • More sound effects would be nice. +1 on the music being a banger
  • I fear I got absolutely smoked by the boss, haha
  • I like the amount of animation in the game—everything having the wobblies adds a nice touch
  • The post attack text window can be a bit overwhelming, a lot pops up in there
  • I was pretty much able to spam attacks to get to  the end
  • I like the amount of options for your character, it adds a lot of replayability

Oof, that's a softlock alright. I was worried one of them would get somewhere I didn't want them to go (they must've leapt off the elevator onto that ledge).

Thanks for playing!

Love the art! It didn't seem like the other gnomes put up much resistance to being pick-pocketed so I was able to get through this pretty quick.

Cute! Took me a while to locate all of the fish, and initially was confused about having to return to the door, but figured it out eventually.

  • Glad I clicked the credits button 
  • Love the cutscene/banner artwork
  • Some of the levels were a bit same-y
  • I like the lighting
  • Pursuit from the guards felt a bit one-dimensional. On getting caught, seems like it always became a mad rush for the door.
  • Love a good end of game stats screen! 35 items, 1501 money, and 43 coughs
  • I like the graphics! The red goop ability particle burst looks really good. Some nice details too (the little dust cloud the player kicks up while they move).
  • Some of the in-game tutorialization could have been better. I think for the red goop ability get, there's a "C" embedded in the wall, but it doesn't stand out.
  • Took me a bit to get used to the controls—arrow keys for moving over WASD is definitely the move for this game.
  • The very horizontal level with the blue good and super speed was frustrating. Going into the bumper, having to quickly switch directions, and very precisely time the jump didn't feel great, and felt hard to repeat.
  • Love a stats screen! Final stats 6:35, 54 deaths, 11/13 coins (for playthrough number 2, got to the second to last level on the first and came back later for another go at it)

Great job!