Loved it! Can't believe this was made in only 3 hours. Great job! <3
Nikoichu
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A really neat and pretty game! Loved playing it.
Unfortunately there seems to be a bug that sometimes fails to transition to the "build phase" after a wave is cleared, softlocking the game and forcing a restart. Happened to me twice.
Also, it seems that just spamming AoE mushrooms and walls to guide mobs around them is a fool-proof way to win every stage. Once you build enough AoE towers to kill the toughest enemies (snails), nothing can pass your maze, no matter how many enemies are in the wave. I suggest making a boss after the last wave to counteract this tactic. Or maybe make an enemy type that is highly resistant to AoE.
Pretty standard as far as platformers go, although I ran into issues that forced me to restart several times, mostly getting stuck in a corner grapple when I shouldn't have - once on the edge of movable boxes. Also on level 1 if you push the second box gently, you can't pass either way if it falls dead center on the button, causing a restart. The third time was again on the edge of a box next to a trampoline, causing me the lock up and jump up and down in the "holding" animation.
That being said, the graphics and especially sound/music design is very good. Really catches the gameboy feeling spot-on. Great job there! :)
Yeah, especially on keyboard it's literally painful. Maybe I should have put a "Controller highly recommended" prompt. :D
Even still, it depends on the controller itself how good the reeling will feel. On mine the entire D-pad is one solid platform, so "rotating" it takes some force, but it's doable. Still way harder than the joystick, which is the best experience in my opinion. Not very gameboy-ish though, since that thing didn't have a joystick. :D
Lovely game! Very gameboy-ish indeed. You even made a version for GB, that's amazing!
The bats are such a pain! If you don't run straight past them they can hit you twice too.
Also respawning could be more forgiving, like spawning you at the start of the screen, not the start of the level.
Graphics and sound is top notch, great job on these!
Damn, but fishing is complicated!
I took me quite a while to figure out how to make a fish actually bite, and even then most fish just ignore me 90% of the time, no matter what bait I'm using. It might be nice to tweak the bite rate, or maybe add some visual indication what bite the fish likes, because currently it's just a guessing game.
The graphics and audio are superb and the whole feel of the game is nice and creepy. I love fishing games (duh) but this one stumped me. Maybe it requires more patience than I have. Guess that makes me a bad fisherman :D
I don't know, I guess I always bind things around the WASD when I play games, so I went with what I would use. I actually intended to have a settings menu where you could rebind keys, but I didn't have time for that and I expected most people to use a controller for games in this jam :D
And yeah, no time for sound either :(
It was supposed to be quiet but not that quiet.
Thank you for the kind words! :)
I actually didn't have time to code in a spawning method for the fish schools, so they are hand-placed. I also didn't have time to check if all of them are accessible... oops :D
They have quite the generous collision shape though, so even if you fish around them, you might hit them.
It was really tough to balance the reeling mechanic. On one hand, doing it with the keyboard is REALLY hard (I got good at it eventually, but it's a quick shortcut to carpal tunnel syndrome). On the other hand, if you do it with a controller, it's too easy - especially if you're using a joystick and not the D-pad. So if you're having trouble, grab a controller for easymode.
I actually wanted to implement an "easy reel" mechanic for people who found it too hard that would just use Up and Down to control the hook, but I couldn't get around to it. That's why the options menu is nonfunctional :D
Absolutely genius game! The puzzles were really clever and tough and made you think. That last one had me in a pickle. The game has a lot of potential for further development - more levels, maybe even a user-accessible map creation tool? Maps could be exported as raw text and shared around like Sokoban levels. I'd love to see what people come up with.
Absolutely 10/10 and a winner candidate in my book <3
This is winner material. Really good and polished game! Really hard too, the second boss whoops my butt pretty thoroughly.
On the second stage some enemies aren't loading though. I get a "warning" but no enemy spawns. Also special rooms could be more exciting - getting 5g chest or a shrine/well when you need neither is disappointing.
Honestly, this could be a really fun roguelike once it's all fleshed out. Graphics, SFX and everything is awesome!
Awesome stream!
If you're in dire need of more games (lol), here I come to the rescue: https://nikoichu.itch.io/midnight-fisherman
Ouch, that font anti-aliasing really hurts the aesthetic. Turn off all kinds of filtering and AA in Project Settings>Rendering subsection in Godot.
This really has 5/5 the soul of an old gameboy game. Right down to the instant deaths from spikes below your screen that you couldn't have foreseen :D
Also that main menu music rocks. Set it on loop, though, it only plays once.
I'd be really interested to see where you take the game post-jam. Given that it was made without an engine, it's quite the achievement already. You really got a taste of what gamedev was back then, since I don't think there were any commercial engines around GB's time :D
You could go for a more puzzle-y route for combat - to defeat enemies with limited resources by exploiting their weaknesses and such. Something like Desktop Dungeons' puzzle levels if you know that game.
Good luck with your project! <3
Tell me about it. Physics and collisions nearly made me quit gamedev on my first ever game :D
I was making a tetris clone and couldn't for the life of me make the damn blocks update their physics processes when they should. I ended up using an unhealthy amount of raycasts with raycast physics update calls just to get things kinda working. So yeah, I feel your pain :D
I should try to make such shaders. When making my game I was constantly afraid that some kind of anti-aliasing or other godot rendering function would ruin my carefully png-indexed pallette :D
A really cool idea! Love that kind of games.
Unfortunately, dying seems to be buggy. On respawning, I always have only 1 bone and the others don't respawn, so it's really easy to get stuck after dying. Also my controller wasn't recognized for some reason.
The graphics are GOREgeous! Love that lighting shader you have going on. Wish I knew how to do those things :D
I have to say, the graphics and sound design are outstanding! You really captured that gameboy feel, and the little touches like the screen transitions only add to that feel. And you did this without using a game engine? Damn, that's masochistic! But impressive.
That being said, the gameplay leaves a lot to be desired. Movement is clunky (I guess you recreated that aspect of GB well huh), because the player collision shape is a CHONK. Barely fits in doorways. Like, lose some weight, miss witch. That wouldn't be so bad if not for the pushing puzzles. It's still not clear to me how exactly it is supposed to work. I thought it was something like sokoban, but it's not. You can push blocks halfway, but only sometimes, other times the blocks don't move at all no matter what you do. There is no tutorial to teach you the rules of the block-pushing, so we're left in the dark.
The combat is really flat. Light attack has no reason to be used ever, since it only deals 1 damage for 1 mana, while heavy attack deals 2 damage for 2 mana, not wasting an additional turn. Defend completely negates damage for 2 turns, so if you just spam defend->heavy attack over and over, you can win any fight without taking damage. This is really boring however, because you have to wait for your mana to slowly regenerate every 3 attacks, and enemies have 10+ HP. So it's a slog. You can cheese the mana regen phases by just using reveal at the enterance doorway of the room with the ghosts, so the door that spawns to block your escape keeps the ghosts away from you.
Potions don't help either. Mana potions are actually harmful, because gameplay-wise you want your mana to run out, because if you cast a heavy attack at 2 mana, the enemies don't get to retaliate.
Overall, the gameplay loop and especially the combat could use a heavy rework.
As a piece of art however, this truly could have been one of the GB games back in the day. It's gorgeous. <3
I wonder what you could have made if you had used a game engine?
Hey, that sounds stellar! :)
I don't have preferences for file format, as I said, I don't understand much about sound and music. All I know is that godot can work with both, so whichever you prefer or think is better.
I'm currently pulling an all-nighter (3.38 AM here :D), and I'll probably have to sleep a bit, cuz I got work tomorrow, so I won't be very active for some time, so if you share them here, that would work well for me, if you don't mind that. :)
EDIT: GAME RELEASED!
https://nikoichu.itch.io/midnight-fisherman
Sadly I wasn't able to implement the sounds for the gamejam version, but I'll make an update with them once the jam is over.
Hey. I'm making a spooky fishing game. Take a look:
I severely miscalculated the time it would take me to implement all the things I wanted (this being my first real game), and sound and music design took a back seat unfortunately. I am primarily an artist and even coding is new to me, and SFX and music is very foreign to me. I intended to learn to make them for this jam, but I'm out of time.
So if any kind soul wants to make some SFX and/or music for my game, I'd be eternally grateful. Here's what I need:
-FISHING SOUNDS:
Water splash (when reeling in the fish);
Reel creak (when rotating the fishing reel, fishing line tension sounds);
Bubbling (when fish move, specifically those darters in the gif)
Throwing fishing line (when initializing the fishing animation for the player character)
Fish slap (when moving fish in the inventory screen and/or when picking them up after reeling them in)
-UI SOUNDS:
-Change selection blip (when moving the active focused ui element in menus)
-Select blip (longer blip for when selecting a menu, e.g. new game)
OVERWORLD SOUNDS:
-Footsteps on dirt/sand/grass/wood/stone road
-Owls and other night ambient sounds
-Leaves rustling
-Sea waves, when close to the shore.
MUSIC:
Some slow, eerie night music, peaceful, but somewhat creepy. If you make more than one track, I could use it for the 3 different scenes: Main menu, overworld, fishing minigame.
Whether they are 8-bit or more realistic, I leave up to your artistic decision. Do what you think fits best. Even if all you can give me are 2 sounds, anything is better than nothing, because otherwise my game will be completely mute. (:
Looks like a really fun game, but I couldn't enjoy it properly due to a bug that prevents me from selecting buildings. Only if I spam click all around a building will I sometimes be able to select it. I painstakingly made it to level 3. Wonder if it has anything to do with me using firefox.I tried installing it with itch.io client, but it crashed.
Way too hard. The AI was running laps around me, literally. Or maybe I just suck at racing games, dunno.
Physics were funky too, at a few places I crashed into the wall and got stuck in them like a javelin. I managed to back out, but the camera in reverse is really confusing.
Still, loved the video of making it and thank you for the tutorials! <3
EDIT:
GAME RELEASED!
https://nikoichu.itch.io/midnight-fisherman
Hey, I'm making a fishing game (it's a spooky one don't worry).