Never played a fishing game with mechanics like this. Really unique!
GuuchanCh
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Solid 25/25. I especially enjoy the adaptation of plants vs zombies but adding something extra to it. It was a pleasant surprise that you could actually throw fruit at enemies too (I panicked and did this). Great art and sound design as well. Played your game from a different jam too. You two are a perfect game dev duo.
Thank you for the insight, I did not notice that I nerfed M'lord in such a way.
Yeah I have a tendency to make games too hard so I made sure that this one was at least enjoyable by being more easy. I'll take notes on enemy variety and think of ways to improve it if I come back to this game (or use this as a base for a commercial project).
Thanks again!
Solid yet simple snake game. Only issue I found was that if you press inputs to do a U-turn a little too fast, you could instant game-over yourself since Doki will run into her own neck if the player ate at least one dragoon. Not sure if this is normal on regular snake games but I wanted to make a note of it.
Example:
If the player is moving towards the right, press W(go up) and then press A(go left) VERY quickly after and then it will result in a game over.
Love the art style, very similar to PSG. All the visual aspects of the game were great. especially the intro and ending cinematics. My only complaint is that you can use the flaming bullets to shoot at the tomato banners to win, despite the tutorial stating that that should be impossible, but I assume its like that due to the dev time constrictions.
Would have been great to see more!
I felt that it would be a bit too cruel to reset progress with how difficult the game can be, so yes that is intentional. During the DAD fight you are supposed to pet by left-clicking on a space not currently occupied by DAD, but looking back it seems that I need to communicate that better since it goes against all of the previous mechanics of the game (shooting forward). The locking of the player's ability to shoot is definitely unintentional. I'll try to patch the fix in sometime soon.
Really appreciate the criticism, it helps a lot. Glad you still enjoyed the game!
Really liked the animations and the shift from strategy to action. I'll have to admit, the wisps broke my ankles a few times and I lost full clears from them haha. Its all still very clearable though since I got all 26 trophies.
Unique strategy game with the need to prepare a plan and then execute that plan in real time. I did notice a few of the Polygon Wild West pack assets, especially during the scene that plays if dragoons escape. Nice use of adding animation and smoke to the assets!
As others have noted, I'm also glad that the tutorial was thorough since it helped a lot and I also feel that an easy way to know the dynamite requirement for full clear ahead of time could make game progression faster. I overshot the requirement a couple of times since I didn't know how many to use.
Overall great game, super unique, and well polished UI!
Oooh yeah it was one of the many asset packs I bought from Humble Bundle deals way back just in case I would find a use for it in the future and this jam was perfect for it. Seems like we both had the same idea it use it haha nice.
Ah okay its great to hear that the slo-mo has its usefulness. Slowing down to emphasize the chain was why it was there and because yeah I thought it was cool lol.
Yup I wanted this game to be like Subway Surfers but a bit more active and challenging, but when the player gets unlimited ammo they can have fun with spamming and not thinking about strategy for a while.
So I originally wanted to add a score system and the score earned would multiple based on how many chains were active + a skin/character shop to use those points on... but I ran out of time to do that whole idea and decided to work on fixing other things instead of implementing a score, so that's why its unfortunately not there. Also nice, that boss was the 2nd out of 3 total bosses.
Thanks for the kind words and I'll check out how you used the Polygon Wild West pack soon!
Ah I see. I didn't add sideways inputs immediately when in air (have to be in the air for a small bit of time) but didn't think too deep on how that would effect falling without jumping. The slowdowns I thought looked cool but I can totally see how it might not be necessary.
I actually don't know how to do that so I'm glad to hear that the fix is simple. I'll take time to actually research that next time lol.
Thanks for the feedback and glad you liked the aesthetics and story!






