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FishTacoGames
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Recent community posts
Hello, thanks for giving my game a try!
I think the theme implementation is a bit more obvious in the 5 levels that have have been added since the first few builds were uploaded, Carl's motives are also briefly explained. Regardless, if you would like to play the updated version I would appreciate any feedback. Cheers
Just wanted to leave a follow up to this as there have been a lot of changes. There was a major issue with blending to ragdoll at scene starting on web builds, this has been fixed . Also there is no longer any lock on levels, so you can play any level you choose. Now that the game is functioning correctly I hope you get a chance to play.
Great work! The movement feels good and well thought out but sometimes frustrating when I wasn't launched the way I expected because of pressing space or shift too early but I got better as I played. I would suggest adding some form of checkpoints in the sub levels or if you want to keep it this way maybe an easy mode with added checkpoints?
Also for some reason on my first playthrough I decided to run past the first level and into the cave at the end of the path, which did not let me return after I realized I could not make the jump, so I had to reload.
Once I had finished the first sub level I was happy to find my first shortcut. Still it felt really difficult to do all the needed jumps each run, but I can appreciate a challenging game. I felt like the levels could be a bit more forgiving, especially if you plan on making more these feel tough for level 1 (but I don't play a lot of platformer games so I may be wrong).
I wish I was able to play enough to finish the game but I died waaay too many times (major skill issue) and ended with a sore pinky lol.
Random note; The skateboard and halfpipe in the first level would be a great minigame or easter egg opportunity if you could ride the board or something!
At first I thought I was matching the ingredients in the cauldron with the items shown above in order. But the mechanic seems to be just drag one or more items to another that matches (I can also link non matching items sometimes)? This seemed to not work very well (I may have been doing something wrong) and I felt like I didn't have much control over which items I selected/linked.
The game looks and feels really nice (the tripping mechanic was hilarious), but I had a few issues. When dying I occasionally wouldn't see a death screen which would lock the game. There also seems to be an issue with save/loading (not sure if intended), when refreshing the page I am always spawned into the first room, then when respawning I am moved to my last checkpoint from before refreshing.
Although I would love to create a browser version for people to try, I don't think I can justify redesigning such a core part of the game. Especially if the end result will be a downgrade. Visuals are important to me but they are not the only driving factor here.
The mesh deformation alone (which controls/effects a lot of behavior) is just too complicated for browser, not to mention the shading & volumetrics draw calls. This of course can be reduced/remade but I'm already happy with the current implementation and I'm excited to build upon it. I use Burst compilation pretty extensively for calculations, which also does not work in browser. I want to take advantage of the current system and add new ideas/features as much as I can. So I feel like diverting my limited time and focus I can spend on this prototype to rebuilding for browser would be a waste.
Hey guys, I made my game with unity HDRP. Which does not support building for WebGL.
The main reason I decided to use this pipeline was for the new water system, which relies on the HDRP API. I feel like I learned a lot about working with new technology and the challenges that can come with it. I have an update ready and a quick gameplay video for those who do not wish to download, I really want to know what more people think about/ want from the game so I can improve.
Already around 20 downloadable games have apparently contained malware. Which is honestly disheartening, to know that while we all worked hard prototyping and refining our games, others were busy planning malware attacks.
If your in the same boat as me, why was building your game for browser not an option?
Do you think exe's should be allowed in future jams? If not do you think it could take away from the creative/artistic possibilities?
I would love to hear other developers thoughts on this!
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SPOILERS! gameplay video update(v1.1);