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Fishwishdish

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

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  • Aesthetic is really good. I love the dithering effect.
  • ^ Same with music, matches the vibe very well
  • More in-game tutorialization would be nice, but after a run or two I figured out what was going on. I mainly missed out on how hunger worked, and didn't realize an offer had a delayed effect.
  • Corruption resulting in the screen getting static-y is a nice touch
  • I have awakened the great one. Cool end cinematic!

Very cool game, great job.

Played a bit more and managed to win! Prioritizing damage early on until I could one hit enemies proved the winning strategy.

Fun! My best run I got to about 46 seconds left, I didn't realize there was a dash so a lot of my earlier runs didn't benefit from that. Camera shake was a bit much at times, and it doesn't seem like the movement vector was normalized and so diagonal movement was especially fast. Definitely a good base to expand upon and add wacky upgrades/synergies, good work!

Ty for the feedback! For the fade out, it's a normal tween between 1.0 and 0.0 on the modulate alpha, but I apply color quantization to everything. So my color palette has 6 shades of orange ranging from nearly black to very bright orange, and so the values snap to those six values as it fades out. I was pleased with how it turned out.


Really good! 24 hours is crazy, there are some very cool ideas in here. I really liked level 4 and how it totally subverted my assumption about the apples and how they worked. And cool meta "credits" experience at the end.

  • Really nice pixel art. I love the waves that go out from the lily pad and frog splash particles!
  • I wish could move the lily when the frog is high up
  • Music is pretty quiet
  • Different frog bounce sound effects, nice (slash same effect at different pitch maybe?)
  • This has to be one dizzy frog
Well done game, and congrats on finishing your first! Thankfully no ultra mega bugs to report from me.

I didn't realize it was a quick time event game initially and laughed out loud when I immediately got squished without pressing a button.

Definitely one where the art/sound design take center stage, I liked it! There were a few screens where the arrow to press didn't feel especially clear to me so I ended up replaying the earlier screens quite a bit.

And ty for the public source code, I'm excited to poke around to see how you did some of the visual effects.

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  • Aesthetic is very well done. I appreciate the graphics options on the title screen
  • Cutscene! Text is a bit slow though
  • Good UI, lot of information but it's displayed reasonably.
  • I like the faces/names, nice touch
  • Okay, the actual competition faze rocks, this is really cool
  • I've lost it all
  • Great detail with spam clicking continue at the start
  • What the probabilities correspond to remains a bit hazy to me, I'm not sure what dictates performance for an individual bouncing ball (oh, speed, probably?)
  • I have learned the power of rigging via bomb
  • Oh wow, bombs recharge every round
  • The game end screen is great

Probably the best art/aesthetics I've seen so far in this jam, extremely well done. I think the game felt pretty easy as soon as I realized how powerful bombs were, but the 100k target wasn't grindy enough to where I was sick of things by the end. And I love the little Easter eggs/small attention to detail bits.

  • Very cute cover art + title combo, that roped me in
  • The W tutorial text is easy to miss since you get thrown into the action right away
  • High score tracking!

Straightforward but fun! As soon I I realized your score could go negative I decided to change tactics. I'm proud of my -50

  • Cool screen transition! And I like how the text moves.
  • Sound effects + music are great, very crunchy sounding (in a good way)
  • Arrow keys + ZX definitely seems to be the move
  • Man, I keep getting greedy with not dispelling the entity
  • Good variety in the nature of the waves
  • The late waves with the suicide bombers are intense
  • Very cool that the waves change a lot the further you get, the late asteroid levels having the asteroids spawn into way more fragments is cool
  • I really like the shuriken enemies

I've been entitied.

Really really cool. I spent quite a bit of time in the early/mid game (I'd missed the point about dismissing the entity 10 times in the description), but things progressed very quickly in the last 25%. The entity itself looked great, I'd be curious to hear about how you implemented it. And best sound design of any games I've played in this jam.

  • Very high production value and attention to detail.
  • Great job on making player movement feel fluid and responsive. The combos!
  • Multiple songs and bosses
  • The human in the background is a really fun narrative component
  • In-game tutorial was really well done
  • All the little bits of movement to make the game feel alive are great. E.g. the kelp moving, the first boss's bubbles
  • Boss #2 ate up two of my lives on my first playthrough and I lost at the final boss, but managed to beat it on playthrough two
  • For the most part not too difficult. Most of the ads I was able to spam punch, and the bosses telegraphed their attacks with enough delay such that dodging usually wasn't too tough. Final boss was definitely tougher by virtue of having smaller windows in which you could deal damage.

Really impressive, great job!

Agree with the other comment that zooming past the enemies def seems to be the best strategy, but I grew to enjoy the zooming. The room randomization was very cool, I liked the aesthetic of the blue rooms. Ran into a bug where I'd immediately get put down to 80 HP on respawn, and I found one door that led outside of the map, but still managed to escape after 5 or 6 attempts. Cool game, and congrats on jam #1 in the books!

Subtlety is lost on me, lol. I like what you were going for, that's a very original and meta approach to a jam.

Ty for playing (and for so long at that)! Appreciate the feedback, that framing makes a lot of sense.

I liked this a lot! Logo + player character are very cute, and there were some fun traversal challenges. I especially like the stacked blue bat bounces on the final level. And good challenge level, there were a few spots where I felt like an extra checkpoint could have been nice, but in the end nothing took more than a few attempts to get through. Good game, one of my favorites of the jam so far.

I enjoyed it! I felt bad murdering the cute elephants, but really liked the aesthetic and sprites/animations. Final boss was very difficult for me, and respawning back at the start felt a bit bad, but I got pretty good at zooming past all the enemies to the boss.


On my best run I made it to 227 before zooming right into an enemy. Cute, reminds me of Dig Dug.

Very simple and intuitive controls, and I liked the upgrades. Length felt especially strong, inevitably I'd get down to one snake and play bodyguard to it. And a boss! Very cool.

Whoa, I had no expectation anyone would make it to the final ending, great job! 

There's a lot of ANIMAL WELL influence in the game, especially with some of the fun lighting stuff I put in there. No cipher with the description, just a play on the inscrutability of old games like ZZT, lol.

Thanks again for playing, glad you liked it!

o7 fellow Pong game

Execution is good! Agree with the other comment on enemy being a bit twitchy. But appreciate the QoL stuff like being able to insta-restart.

Super cute/charming! The multi-tasking between feeding the tomagachi, typing "true true" and closing out windows was very engaging and fun.

  • Love the 1 bit graphics. Very retro and still easy to tell what's what.
  • Fade in/out effect is cool
  • Holy cow, the projectile enemies get real intense in the one spot
  • The explosion jump is a cool idea, but man, I'm having a tough time executing on it. Skill issue perhaps.
  • ^ Nooooo, it was just for health and ammo! I thought that was an upgrade

Played around a bit more, and made it back to the start. I think I missed a route somewhere. Just now seeing that you can pull up a map through the pause menu—I appreciate the in-game tutorials, but admittedly when I see a game has in-game tutorials I won't read the description as closely.

Aesthetic is on point, and felt good hopping around and exploring for the most part.

  • Map mode is very cool! Reminds me of those 15 puzzle thingies.
  • Second level map is throwing me for a loop (397.3 seconds lmao)

Very short but cool!

  • OMG the cat keyboard
  • Art style is great! Very distinct, I remember you from a past jam.
  • The 2D/low-poly 3D mesh so well
  • Doctors hate this one trick, and snakes love this one song
  • Aw, the ending

Had a big smile on my face playing this.

  • As always, I love the small details/little bits of juice. Bullets having shadows is nice.
  • Retro aesthetic is on point, I appreciate the subtle variety in the tilemaps.
  • Lots of info to parse through/text to read. A bit overwhelming.
  • I'm beginning to wish I invested more in accuracy.
  • The "area is blacked out until you open the door" effect is cool.
  • Zoom!
  • Things definitely get a lot easier with the uzi
  • I like the low-accuracy combat, it makes movement and closing the gap very important

Definitely a bit tricky navigating the UI/interacting with elements at times, and 100 quests is a bit intense of a goal for me. But a lot of cool tech/attention to detail, and I had fun.

A fellow Pong game maker! Well executed. To the point of the AI being too difficult, I found that hitting the ball at a very sharp angle pretty consistently made it past it.

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.

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  • 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!