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bug•fish

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A member registered Mar 28, 2015 · View creator page →

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new high score, 19

Pretty fun!! Nice work. I had a good time upgrading XP to like level 250, then going nuts on attack speed and move speed until player 2 was teleporting around. I didn't understand what the upgrades did besides the magnet. The "5" in the font is weird looking haha. Overall good presentation, the skeletons are cute. I like the wavy background on the upgrade screen. The sound fx when you click a button is satisfying.


Well done!!

Wow, the movement feels great! Very satisfying right away. The sound effects of the driving are a bit jarring but I love it tbh, it's funny. The graphics are simple but get the job done. I thought the tractor beam mechanic was a cool use of the limitation. I was surprised I couldn't pick up the containers with my tractor beam. I thought the enemies were pretty strong. Some of them were shooting through the wall! haha. I liked that I didn't have any meters or usage levels to worry about re: my beam or my sprint.

Good work! Would be cool to turn this into a racing game  or something 👀 it's a good foundation.


My high score is 50!

Fun game! I enjoyed the enemy variety, it was fun to be able to control different enemies and try out their powers. I felt a bit overwhelmed against the onslaught. I couldn't tell what the difference between left brain and right brain was. The music was fun but a bit intense for me (personal preference). Cool concept of "thoughts" as enemies, and the art is cute! I like the UI buttons as well. Good font choice. 

LMAO at the "button" button! Also nice polish to have the options menu.


Nice work!

I played it for a bit, and have some feedback:

- I LOVE the opening cinematic. Wow, it's so cool and cute and funny!!

- The music is charming and fun (although I'll admit it becomes a tiny bit repetitive after playing for a bit)

- The controls feel pretty good

- WOW the first room is hard. I beat it, but only barely. There are so many enemies! And it wasn't immediately clear to me how to defeat them, but I eventually figured it out. Still, I took a lot of damage in the process. I encountered the "telekinesis crystal" after, but I couldn't figure out what it did. Then I died in the next room, haha.

The core mechanic is cool, I like it. Could use some more juice I think, i.e. visual and audible feedback when activating it and especially taking down enemies.


Overall, great work!

Reasonably fun once I got the hang of it! Satisfying loop overall.

It was hard to tell the difference between the resistant enemies and the normal enemies. I'm surprised the big dudes didn't cost more PSI to hold. The sound effects were pretty harsh / jarring (too loud and crunchy IMO). The graphics are cute, nice background. 


Good work!

Very fun. Great presentation (visuals, sound, everything). Forgiving difficulty. I like the variety of enemies. Earning combos is satisfying. Would be a fun game to speedrun! Excellent work!

Can you share a preview?

wow just got 16

Love it!! I used this music for my game jam game: https://bug-fish.itch.io/fish-game 

Thank you so much!!

whew just got 13

my high score is 12 fish!

This is perfect, tysm!

Fun game, thanks for sharing! Paradise bird with 0-2 spawn range was a huge point farm. To win I had to add a bunch of bonemeal to get the orange to spawn, then reroll mutations until I got a +% on life point for orange. Echoing what others said, it's hard to understand in detail what's happening, but the broad strokes are clear enough to make number go up. 😁

Leveling would be cool, esp if A) levels don't persist between runs and B) the levels give you perk options that you choose between. Eg: level up! Pick one: Rage (when you take damage, closest enemy takes that damage too) or Geologic (when you find a rock, gain +2 rocks). Etc

Character unlocks are cool yeah. In games like this I tend to be intrinsically motivated to explore the dungeon and get as far as possible. An end goal could be good, and maybe optional objectives during the run. For example, a magic penny could spawn that can be thrown for a small amount of damage, or maybe it has a charm effect. But if you throw that penny in a fountain that might appear, that unlocks something or gives you a boon. Idk tho just a random idea. I don't think you should compromise the simplicity/accessibility of the game in service of new mechanics unless they are significant improvements.

Cute art and concept, I love the feeling of exploring the big map. The ship aiming is a little unintuitive but it's manageable. Shooting the ships is kinda frustrating imo but it's not a big deal. Overall great work!

(2 edits)

Excellent game! Really good execution of the classic roguelike formula, reminded me a lot of Brogue. There's a huge amount of polish that's evident -- the animations, the throwing UI, the HP numbers, the ! and ? alert system. Super cute. At first I was annoyed that there was no "rest" action, but then I realized that opening doors and destroying jars is effectively a rest. Very clever! I died to a shoggoth -- tough! I also didn't understand what the effect of a curse was.

Edit: Just realized it's proc-gen'd too! ❤️ Tbh I'd probably want to play this again and again only if A) there was a leaderboard and/or B) there was some promise of progression, like how in Brogue you have to fetch the amulet or whatever and bring it back (I think I'm thinking of Brogue).

Great work! I really enjoyed this game. The puzzles were clever and the Discord bot integration was really clever and smooth. I was impressed that there was virtually 0 latency. I didn't finish the game tho, I got stuck on the Time Sage level trying to rewind the door on the left (above the red platform room). 
Bravo!

Hi, I can do layout for your supplement! I'm interested in working with a game designer working on a dungeon, hex crawl, or other location-based supplement. 🙂

Thanks YA, I appreciate the work you do.

Same issue here. I'm on the latest beta & latest runtime. I'm running GMLive 1.0.35.

Works great, thanks so much for fixing this. <3