I am an Australian based developer so funding is a very different situation here. I will release something new eventually I am sure. Thank you for the support. :)
Visitors From Dreams
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Great little project and an excellent proof of concept, too linear to be a metroidvania but more open than most platformers. Excellent atmosphere, and attention to detail, especially with the lighting effects. I hope this gets expanded into something a little larger in the future, I would be curious to see how far you can push the exploration and character abilities.
Hello Tom, thanks for playing and for the kind words!
The game is actually fully complete if you play "Shooty and the Catfish: Fully Reloaded". That version contains remakes of Episodes 1 and 2 with overhauled visuals as well as 3 additional episodes.
There are still a lot of healing stations in the final game but some of the late-game weapons are pretty expensive so you can always sell the herbs to buy ammo. ;)
One last round of fixes! Thank you so much for the time you have put into this project looking for all of these issues and congratulations on completing the trophy case!
To answer your questions:
1. Why can I sell my old gear (armor) but not my old weapons?
Shooty and Zaat love weapons too much to ever sell them.
2. In a fight, when you hit "x" it takes you to a menu where "Escape" is an option, but it's grayed out. Was running from battles supposed to be a mechanic? (Battles immediately start with options to attack)
Shooty and Zaat are also far to arrogant to ever run from battle, to them it is not an option.
3. What were these boxes for?
Originally in an older build of the game Zaat was not a party member but rather Shootys rival and she would often get ahead of you and take all the good treasure. This map has been in the game since the original demo several years ago and I never took away those chests which were part of that original narrative because I kind of forgot about them, so I guess now they are just a sort of fun piece of legacy content even if they dont make sense in the final games narrative.
Sorry for the delay in a response, things have been absolutely hectic here but im working on the final patch for the game now, after this its time to move onto new projects!
Im really glad you enjoyed it, I never really set up to do anything amazing with the combat so I wanted to keep the game easy and quick to focus on the jokes and such, hopefully they manage to carry the game for most people.
When using healing items in combat they only ever heal the character thats chosen the item that turn, both characters are selfish in this regard but I never actually explained it in game so thats a good note that needs to be added!
Thanks again for playing, im really glad you enjoyed it!
Sorry for the delay in responding to this comment, things have been hectic but I am working on a large patch now.
The NW.js error is certainly an interesting one, im not entirely sure what might be going wrong there outside of something with the RPG Maker engine itself... I will definitely have to do some reading up to try to get to the bottom of this one.
As for your other bugs.
Cordibiceps will always move on if he defeats you in battle so thats not so much a bug as a deliberate piece of story telling. I dont think its something many people will encounter but I thought it would make more sense narratively than having him hang around waiting to be defeated.
The typo has been fixed now! There were quite a few of them throughout the game so hopefully this patch clears most of them up.
I hope you enjoyed my game! Thanks for playing! :D
I just tested it again and didnt have any issues. From Captain Alpaca you should have received the Newfolk Basement Key
You use the key on this gate at the entrance of Newfolk castle and follow this path to an elevator.
At the other end of the elevator you will find the Soma Key for the optional boss. :)
OMG so many fixes, the game was in a much worse state than my testers had me believe!
1) You can read the sign, you need to stand infront of it and press up and interact. I would have liked it been able to be readable from the side but the engine didn't like me doing it when it was side on.
2) Not a secret boss, the NPC kicks you out if you talk to her too much and once the fungal outbreak takes over the town she locks herself inside.
Thanks again for all these bug notifications. I think I got them all worked out and im really glad you enjoyed the game so much, it really means a lot.
Your thoughts on status effects are good too, though I feel like a lot of them dont actually work as intended in the first place, still a bit janky sometimes. Having the herbs match the icon is a good idea though I will definitely take on board for the future.
As your questions.
1. Are the robot in Flapjack (Vote 5) and the fish ex prime minister rivals?
Not really, the Vote 5 robot is actually a character I created for an animated collab back in 2004/2005. Most of the other residence of Flapjack are characters from my short films that I have released over the last 17 years as well.
2. Why can't I fight this thing?
The Cordybiceps by this point is too far gone and fused to the wall. After having him persue you throughout most of the episodes I thought it would be a nice twist at the end.
3. Any plans to continue this series?
My previous 2 games Flatwoods (which this is a semi sequel too) and Hazmat are set in the same world, the world of Nimbin specifically. I dont currently have any plans for games set after the narrative of this game currently but I do have plans for 2 semi prequels, one a short adventure game that shows how Zaats egg ended up getting wash on shore and the other a larger RPG project about the old tiger in his youth and his fight against the alien invasion of Flatwoods so I guess its really a middle story between Flatwoods and this game. I am hoping to keep all my games set in this same world/universe with subtle links between them for people who are looking for them.