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Sub 6 min



BUG: Apparently, typing midori works even if you never beat the game 

midori bug

Also does not count Victories at all have beaten the game a few times still at 0

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I'm done 

Now I got to wait untill the game is fully released.

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Resetting on turtle have a wierd interactio:

After beating the game 3-4 times in a row it starts getting very laggy, it is fixed by closeing the game.

oh god a memory leak?? i will attempt to fix but i have no idea what it could be caused from

Just tested a bit more it also gives you like 2-5 % more jump power. Idk if that can give you a lead what so ever, gl I just hope to get a great game at the end :)

It was 1.3 that I played, and what a challenge and interesting placement of scaffolding!

Even the opening movie drew me in, and the background was very motivating with the huge single picture scrolling by.

I want to play it again when I have about 5 hours to spare and reach the goal this time, nya~!

Speedrun page for Furious Fish made:
https://www.speedrun.com/Furious_Fish

Hope we get an actual game icon soon, I do like the pufferfish tho :D

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Would like a keybind to turn off the screen scroll, it is nice to have it for the first run, but if you are trying to go fast, and then suddenly you start to scroll...

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First finish + some Feedback on v1.5 (don't know if 1.6 might have fixed some of it):

  • Double clams behave buggy and visually unclear, i assume some of it due to the hitboxes weirdly overlapping (see clip as one example)
    • The player can land on a clam without triggering it or
    • get smacked or boosted by a visually not touching shell and
    • the mouse pointer can disappear until further movement
  • Saving and loading on a turtle makes the player fall (probably different speed when saved and the initial speed of the turtle on load)
  • Main menu appears visible on the bottom when starting a second run (otherwise seemingly not, but just a gray bar on the bottom instead)
  • Background music is not looping
  • Scrolling up for level preview has no way to stop midway. It either goes up or full speed down again, no way to take a closer look at a section in between
  • Forced pufferfish bounces don't feel satisfying, more tilting, but not in a good way
    • a lot of randomness in bounce direction and way too many bounces afterwards (5? bounces at times, probably intended i guess)
    • seems to unintuitively be the only part of the game with pixel lineups, the rest of the game mechanics become like a second nature
  • Sea urchin hitbox feels just a tiny bit too small, sometimes you seem to fall through
  • The hook being almost the only asset in the game without a black outline feels off looking at it, the hitbox also seemed to be to high compared to the image
  • Bubbles on the end game screen weirdly block some words (like Time), just move them a little

Also congrats to the guys finishing the game in such fast runs, couldn't be me.

Goat comment.

First completed run on 1.5, after tons of practice on 1.4 and 1.3

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Also bug: Music does not loop, but adds a nice tone to the game :)

Hitbox: Make the hook higher so it lines with the hitbox cause people will aim for the buttom and miss and feel sad. Just like me here.

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sub 25 I'll take this time for now 

welp this happend

Hey its me again and I'm still having the same problem with seeing the full game when I was in the main screen I only see most of the left side of the screen and not the whole screen. P.S. the photo wouldn't load before, sorry if I made it harder for you guys to fix the problem.

I think the ending trigger hit box need to be looked at, because this sure feels like it should win.

What's the next move here? This spot seems pretty random. I always end up (randomly) bouncing off the puffer fish and falling down.

I always go to the right side, you can bounce on the pufferfish and get up to the left, but as you say it is very random.

Great new update, the jump at 700 m are good now. I got a problem in the picture, if you dont jump out of your bubble and are in wind you get stuck on the platform and cant jump.

I was at the point with the two giant jelly fish and i somehow clipped into them in just the wrong way and broke the game. When ever i now open the game i am just infinitly rising in a gray void and cant even see my fish boy

o god

Removing one of the two clams at around 450 mts felt a little over the top for the very nitpicky jump you have to make at that section, also the changes made it quite more punishing, maybe its a skill issue from my part but at around 350 to 450 I'm falling over down to 170 mts which feels a lot, maybe thats the charm of the game though, I was able to get at least up to 550 mts consistently in previous versions  but now I'm just so stuck on the drier.

Hi I watched the stream and this is my first download of the game I love the background and story line I also think that the gameplay is great however I think you might want to work on display because not all of the screen is showing on my end, all I see its only half of the game so I hope that you will fix this soon.

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Hi it's me agian, bug found in the new version + new jump (i liked the old one with the waterbottle way better)(look at 1:25:20 in full run don't think ending jump is posible normal way) 

Getting to the new hook:

This new ending is really great , felt like I had to solve a puzzle, and it is not stupid difficult once you find the solution. I think this could be a great game to speedrun.

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Weird interactions found getting to the fisherman:

Getting to the top video: 

Very fun game again. Cant wait for the steam release.

Ps.
Can there please be done something to the top wind part lol

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BUG: Game crashes when you get  stuck on the jellyfish while falling straight down. The video  is what happens after I relaunch it.

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BUG: my laptop lags when I use ludwig skin.

yes, I don't own a high end pc but I think a skin that makes your pc lag is an issue.

PS. please disregard if the Ludwig skin is made to actually destroy low end pc.

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Welp game done :) 10/10 would play again if i could, the wind at the end very annoying, would probably want to speedrun the game, if it was not there. Will make a post later with all the bugs in ran into getting to the fisherman. was a fun challenge.

The "flat"/"landing" sprite for the different skins is too small compared to the default skin's "landing" sprite. Please make it bigger so Frederick lands more satisfyingly in his different skins!

Net!

Modding Discord Link: https://discord.gg/zVf9zNyX4B
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The game is in fact possible but I'll never get the last 8 hours of my life back. I definitely got super lucky and oh my god that last wind section was abysmal. I got stuck there for five-ish hours. I feel fulfilled and I'll go to sleep with a smile on my face. 10/10 game.

the first air wave thingy that the mermaid chuchu provides glitched me out o the map or pushed me too high

There are times when the cursor suddenly changes position which in turn max out the charge of the jump

I wanted to try to play the game on my boyfriend’s laptop but for some reason the game is not in windowed box that can be resized, moved, etc, and so it’s full screen (actually far more than full screen) .  Changing monitor resolution didn’t help. So, I can’t play and if I try anyways,  I’m screwed when Fredrick moves off screen.  😂 

Someone made a web port :) https://tombl.itch.io/furious-fish

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Just having some fun modding :)

Modding Discord Link: https://discord.gg/zVf9zNyX4B

So you can get stuck at the very end against the border of the level reloading save works for a fix.

Add a settings menu to toggle stuff like sound effects, voice lines and mouse sensitivity with slider bars, pick resolution with auto by default, also master volume and music if you guys add bgm.

Need to fix the formula for the voice lines, they are not activating most of the time if you fall over 30m, even after falling like 100m, or vice versa they pop with a small one. You can also make it so it triggers mid air rather than when it stops falling.

Also after certain points/stages it's pretty much impossible to fall to the bottom, the most i've seen is about 150 to 200m fall, and games like this usually have moments where you can screw up and fall to the beginning, like Getting Over It or that Chained Together one, so maybe you could position some blobs, jellies, inclined surface, etc., where you would expect the player to land to achieve a harder fall if they do it in a specific way like if they over shoot to the edge of the screen, or some other very bad jump at a certain point?

You also wanted to make the bubble pop when it touched an urchin, if you do that you may also want to make the bubbles be more sensitive to touching stuff, specially blobfishes, so maybe like if it touches another surface add an effect to show it's affected and reduce the duration by like a second or so, harsher if it touches a blobfish, like 2-3 secs, and maybe not affected only if it touches a jellyfish since that's like the softest thing in the game? And you could also add an indicator when the bubble is about to pop since the duration would change depending on collisions now?

BUG: There's a bug with the turtle where you just kind of bounce on its neck and fall through even though I'm pretty sure the head doesn't even have collision?

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BUG: I opened shop then I heard michael singing, I wanted to hear his song again so i closed shop then reopened it then this happened.

Edit: This happens when you pick a skin other than the default then go back to the main menu. Once you open the shop again and try to pick a skin, the default stays on the background. Thus, this happens.

AYO whats the fish doin 0.o

BUG: Struck 

also need: Settings with volume control, Sound too low 

Some platforms are invisible. They're still there, but you can't see them. I don't know if this is a problem on my end or not. This applies to upcoming platforms as well as platforms I already pass, but it isn't consistent. Also, some of the platforms reappear when they're about to go off the screen.

bro I can't get consistent in this jump

Absolutely love the game, for someone who has never played platformers before its extremely fun and hard but addicting. One suggestion I'd like to make is to change when voicelines trigger. I know the voicelines trigger when you fall a total increment of X meters (and gradually scales up to 10k meters) but there are moments when you have fallen say , 49 meters, and then jump up 1 meter and down which results in a rather awkward voiceline activation timing. Vice Versa, I have fallen a huge distance of 80-149 meters and the voiceline didn't activate where it'd have been funny if it did. (I'm a noob so I fall alot)

I know Albert has said that the voicelines might get annoying if played constantly but personally it adds to the charm of the game waiting to hear the different voicelines. (Apparently 1.1 will have more so I'm looking forward to it) 

So my suggestion would be to have a chance for certain voicelines to play depending on the distance fallen. E.g (30% chance for voiceline to play at 30-49m fallen , 50% at 50-79m fallen and 100% at 80m or more fallen)

I'm not an expert at coding nor am I an expert at platformer games so what I suggested could just be ignorant rambling (in which case please ignore), if anyone else agrees and have better suggestions please do comment them below this post! 

Once again, thank you guys for hosting this gamejam and I can't wait for the game to be released on steam + watch streamers play it!

I've got a pretty barebones Furious Fish modding discord created! Join here if you are interested in modding or would like to help out with the server: https://discord.gg/zVf9zNyX4B

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Is the mouse reversed on purpose? I.e. when I want to jump left, I need to move the mouse to the right. Increase jump power, move mouse down. It's rather counterintuitive. Also the game launches in full screen zoomed in without any visible controls. Have to kill it in the task bar. v1.0

yeah. it acts like a slingshot

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This threw me at first too, but quickly became less weird feeling and after 5 minutes or so it was second nature. I think its a holdover from when the mouse was visible while clicking and dragging. So dragging down and right to launch left made sense: like launching a bird in Angry Birds. But with the mouse hidden, that part of aiming is abstracted and people are conditioned to move in regards to the indicator so we expect moving the mouse left to move the aim left.

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