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A wave that won't retreat!

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Captain's Diary - Log #1

Following its unanimous approval in the last meeting of the Marine Life's Revolutionary Council, the rebellion against humanity's forceful grip upon the oceans has commenced. This war's outcome is not written in the stars, nor drawn in the sand, and yet, only one conclusion can be reached: it is imperative that we win, lest we be washed away by petrol, lest we be buried in plastic. It remains yet to be seen whether this conflict's conclusion shall be written in bloody revolt, or through the repurchasing of the land which we have lost. I just sure do wish we had more effective means of battling than playing cards, though.

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Gameplay Videos





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How to play:

This game is controlled entirely with a mouse, with UI interaction as its main mode of gameplay. It is, at its core, a reimagining of the ever famous card game "Go Fish", or as we call affectionately prefer to call it in this project, "Peixinho", its' Portuguese name. Just as in the original, the goal is to form "books" (or "peixinhos") of cards from the same rank, by combining four exemplars. However, our game iterates on this ruleset in two primary ways:

-> It is possible to create "Half-xinhos" (or "Half-books") with just a pair of cards from the same rank.

-> Upon forming a "Peixinho", depending on the rank of the cards grouped, an ability will be triggered. A list of the ability effects can be found within this very page. Forming a "Half-xinho" will simply halve an ability's effects.

A battle may end one of two ways: revolution or assimilation. If the enemy's health reaches 0, or there are no more cards in play, the revolutionary cause advances. If, by paying a hefty sum, one opts to buy the land back, negotiation ensues, in order to reclaim lost territory. Which path will you choose?

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"Peixinho" Abilities:

-> Attack: "Peixinhos" of Aces, Kings, Queens and Jacks will all deal damage to the opponent. The damage output does not vary between ranks.

-> Healing: Nines and Eights will heal its user.

-> Money Gain: Fives, Fours, Threes and Twos will result in a payout. Tens will also reward the user with currency, though the payout is bigger.

-> Mult: Total damage output is calculated by effectively multiplying base damage by a Mult value. Sixes and Sevens will increase the amount of Mult one has, the former by simply adding +2, and the latter by multiplying the current value by 4x.

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Shop Summary:

During battles, an ever-present UI element which contains a Shop hosts a handful of helpful things for one's journey.

-> Card Offers: Three different offers will rotate on a timer, offering the player a chance to add an X quantity (ranging from 2 to 6, in leaps of twos) of Y rank cards to the present Deck. Please note these will not be directly added to your hand.

-> Upgrades: These once per battle purchases will raise the player's Health or Base Damage stats.

-> Land Purchase: If one obtains the necessary funds, the option to regain your land by way of sheer economic will is always at hand. Doing so will immediately end the battle...in a way. We'll let you find out

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What does the future hold?

This game was worked on as part of the GameDev.tv Game Jam 2026, which granted us a week of development time. However, in the process of expanding this project, we found ourselves happier and more invested at the end of every work session. Our goal is to flesh out this game within the summer, and as of now, this is where our priorities lie:

-> Roguelike Feel: Our idea from the start was (overscoped as it may have been) to present the player with a multitude of challenges, such as different enemies, decks, environments, and a scaling difficulty. Aside from that, the different paths one can take to end the battle are not mere filler, but something we hope to expand on, adding benefits and drawbacks to each one.

-> Artistic and Mechanical Polishing: Self-explanatory. With the added time, we want to pour more attention and care into the more neglected aspects of the game which could really use some love. This ranges from visuals, to bug fixing, smarter enemy AI, and of course, ambience and music.

-> Branching Map Level Select: Fitting in theme with the idea of branching ends to battles, we would hope to also have an overworld from which one may visualise their journey, and add variety to their own adventure.

All in all, we have big hopes for this project going forward, and we're motivated to bring them about. We want to make sure we keep our goals within realistic parameters, but when has a game developer ever scoped their game perfectly reasonably? We hope you'll stick around to see its finished result!

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Credits

Júlia Costa - Lead Developer, UI Artist, Game Designer

Mafalda Pinto - Developer, Sprite and Shader Artist, 3D Environment Building, Game Designer

Additional credits reserved to all mentioned in the included .txt file within the download.

Download

Download
GoFish - Build.zip 91 MB

Comments

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(+1)

Killer fish...

Killer fish from san diego...