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Fishwishdish

13
Posts
3
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1
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A member registered Jul 25, 2015 · View creator page →

Creator of

Recent community posts

  • 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!