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Visitors From Dreams

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A member registered Oct 07, 2016 · View creator page →

Creator of

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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. :)

Absolutely loved my time with Frog's Adventure, one of my favorite gaming experiences of the year. So cute, so polished, an absolute steal at $5.

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.

Thank you, I am hoping to be able to get back into game development towards the end of the year, start making more little games like this.

This game was made in RPG maker and not GBStudio so unfortunately it's limited to PC.

In its current iteration, yes, the project will be restarted in another engine in the future.

I look forward to seeing it! Feel free to reuse all the assets in the game file!

Unfortunately no, it was made in RPG Maker. If someone wanted to take the time to remake it in GBStudio that would be pretty damn cool though!

Thanks mate, it was a fun little project, I kinda wish I did in it GBStudio but it is what it is.

Ha ha, maybe it'll get a sequel with actual gameplay someday.

Unfortunately, it has come to my attention that the game does not run properly on anything past High Sierra, nor does it run correctly on the M1 chipset. This is an engine-level issue, unfortunately. I sadly now have to remove the mac version. Sorry for any and all inconvenience.

Unfortunately, it has come to my attention that the game does not run properly on anything past High Sierra, nor does it run correctly on the M1 chipset. This is an engine-level issue, unfortunately. I sadly now have to remove the mac version. Sorry for any and all inconvenience.

Thanks! I had a lot of fun putting the art together. :)

It's always exciting to see the game that got me into game development in new places.

Thanks so much, it was a pretty big undertaking, at least for me. I am looking forward to moving from RPGMaker MV to GB Studio next year and I will be very curious to see how far I can push it. It was actually your work with the engine that gave me the confidence to make the shift over.

I am glad you enjoyed it! I am working on a spiritual successor at the moment, I hope to have it out before Xmas. :)

Glad you got it working! Very strange indeed...

You are the first person to come across this issue... very strange...


I guess I should ask Mac or PC? I know the engine this game uses is broken inside and out on new Mac OSX's.

Did you unzip the game into its own folder before playing?

Really cool little proof of concept, I look forward to see where you take this N64 aesthetic next!

Cant wait to see where this goes!

I seem to remember it working in testing, I will have to go back and look. :/

Thanks for checking out my game! You can actually save yourself some time and skip straight to Shooty and the Catfish: Fully Reloaded which has remakes of both episodes 1 and 2 as well as 3 completely new episodes!

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. ;)

It absolutely would! Maybe one day I will go back and remake it for it.

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

Thank you so much, and sorry you missed out on this last part, hopefully one of the Lets Plays covers it so you can still get a good look at it!

I think there was a bug I fixed in the sewers for Newfolk castle where using one of the doors in the post game removed the item from your inventory. Its since been patched but sadly that wont bring the key back. :(

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. :)


Its so awesome seeing all these Lets Plays coming out! Cant wait to watch it! :D

I am glad you enjoyed it despite the language barrier, thats fantastic!

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 for this note, this was a mistake I made with a setting in the 1.4 patch.

As for the Soma Key, you can find it near the entrance of Newfolk Castle, there is a locked door you open with a key you get from Captain Alpaca in the second half of the dungeon. :) 

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.

Oh wow, thats a bad one, was very easy to fix thankfully. I have had a few other bugs come through so this can all be rolled into 1.4!

Ohhh, you only have one episode to go then! Glad you are enjoying it!

Oh dear, thank you for the report. I will definitely try to get this fixed today. Thank you for the heads up.

I recommend coming back to Elmer after finishing the game personally but your welcome to try any time, haha.

Its about 3 - 5 hours depending on how thorough you are. :)