Attack of the Mutant Fishcrows, A Fast Paced Action Platformer with flying fish that are swimming crows that are mutated half breeds of your nightmares!
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Release Date:
May 18, 2019
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“WILDLOGICGAMES is a one man team. I'd like to leverage the feedback that Early Access can provide me, as brutal as it could be. The title has already gone through a lot testing and iteration in past testing & feedback. I feel as if it's time to hit the hard hitting feedback.”

Approximately how long will this game be in Early Access?

“I like to believe and certainly do aim, for the duration of this current year. However, if there's anything I've learned, it's that this could prove to be longer than expected. The expected duration for early access is 7 to 12 months.”

How is the full version planned to differ from the Early Access version?

“Please refer to the "About This Game" section for what to expect in the full version.

Here's what you can currently expect from the Early Access version.

CUSTOMIZABLE HERO
You cannot change the head at this moment in time but you're free to change the colours of your hero's attire.

LIGHTWEIGHT INVENTORY MANAGEMENT
The inventory can be accessed at any moment during the core game play cycle. Time will slow down and enemies will freeze in place whilst you browse and equip your items.

WEAPONS & ITEMS (Consumables)
You can expect to find and use the following items,
Sword,
Axe,
Frypan,
Broom,
Crossbow,
Bolts,
Bombs,
Apples,
Health Potions,
Stamina Potions,
Jump Potions,
Speed Potions,
Antidote Potions,
Water Potions,
Health Mushrooms,
Stamina Mushrooms,
Keys

CUSTOM INPUT
You can rebind your keys and setup your own controls.

STORY
You can read/listen (fully voiced by Ross Wild) through the story. This can also be fast forwarded.

FEATURES
Player has the ability to do the following,
Sprint,
Dodge,
Sprint Dodge,
Air Dodge,
Regain Stamina,
Jump,
Double Jump,
Swim,
Climb Ladders,
Climb Ropes,
Swing Ropes,
Wall sliding,
Wall jumping,
Hiding,
Open/Close Doors,
Push/Pull Levers,
Sleeping,
Freely Move Crosshair(crossbow use),
Crosshair enemy auto lock,
Attack with melee weapon,
Rotate melee weapon,
Open/Close containers,
Smash vases open,
Interact with NPCs,
Interact with Merchant,
Attack/Save/Kill NPCs.
Enter buildings,
Traverse over world,
Lose their backpack (temporarily inventory).

ENEMIES
You can expect 11 different enemies types, with their own unique AI behaviors. The types are as follows,
Common Fishcrow,
Horde Fishcrow,
Stalker Fishcrow,
Brute Fishcrow,
Frog Fishcrow,
Patrol Fishcrow,
Streamer Fishcrow,
Chomper Fishcrow,
Slug Fishcrow,
Blaster Fishcrow,
Prey Fishcrow.
These will also vary in difficulty going by their colours. Blue is normal. Green is poisonous but weak. Red is hardy. Orange is hardy and poisonous. Black is a combination of all.

UI
You can expect a top bar communicating to the player your,
user name,
days passed,
health,
stamina,
weapon equipped,
consumable equipped,
gold count,
key count,
bolt count,
enemy kill count.

SCORESCREEN
You can expect an event upon finishing a level that will tally all enemies killed and npcs killed/saved. You're currently graded U by default (U = Ungraded). You'll be rewarded with items and gold during this event. The amount will vary and is dependent on your kill count.

OVERWORLD
You can expect to traverse through the available levels here. You currently have access to the following,
Stop Point 1 = Wiseman Home - Craven Village Part 1 - Craven Village Part 2 - Random Home
Stop Point 2 = Campsite
Stop Point 3 = Mountain Pass
Stop Point 4 = Gill Cave Entrance - Gill Cave
Stop Point 5 = Oak Grove
In total you currently have 9 levels to play through.

16-BIT ESQUE MUSIC & SFX
You can expect music for the following,
Input screen,
Start menu,
Story and
All current available levels. Some levels with have different music depending on the time of day. Day time music, night time music.

You can expect sfx for the following,
Player abilities such as dodging,
swimming,
jumping,
attacking,
consuming,
regenerating,
sleeping. There are also sfx in place for opening/closing doors with/without keys, smashing vases, opening/closing containers, traversing UI and inventory.

OTHER
You can expect a background day/night cycle.
You can expect to lose a random item upon death.
You can expect a death counter.
You can expect random weather patterns (currently blues skies, light,med,heavy rain).
You can expect breakable bridges.
You can expect checkpoints.
You can expect moving platforms.
You can expect light puzzle element.
You can expect survival waves (enemy horde attacks).
You can expect a living breathing environment, swaying trees, bushes, shrubbery, wind particles, mist, falling leaves, 2D lighting that helps pop out the pixel art.
You can expect crush platforms, these will squash you.
You can expect destructible walls, using bombs.
You can expect death markers.
You can expect free health & stamina regeneration upon sleeping, at the cost of time.
You can expect the option for an owl companion (currently gives tips only).
You can expect smooth quality animations.
You can expect pause menu with ability to browse controls and adjust music/sfx.
You can expect blood.

All that aside, I do plan to add many more items and weapons, more enemy types, boss fights, end boss fight, sfx, music, many more levels, more challenge, more fun! I also plan on implementing a system, where difficulty is increased based on the amount of in-game days passed.”

What is the current state of the Early Access version?

“The early access version of AotMFC is a fairly solid experience, with it's core mechanics firmly in place. However in it's current state, it's a little rough around the edges.

Here's what you can currently expect from the Early Access version.

CUSTOMIZABLE HERO
You cannot change the head at this moment in time but you're free to change the colours of your hero's attire.

LIGHTWEIGHT INVENTORY MANAGEMENT
The inventory can be accessed at any moment during the core game play cycle. Time will slow down and enemies will freeze in place whilst you browse and equip your items.

WEAPONS & ITEMS (Consumables)
You can expect to find and use the following items,
Sword,
Axe,
Frypan,
Broom,
Crossbow,
Bolts,
Bombs,
Apples,
Health Potions,
Stamina Potions,
Jump Potions,
Speed Potions,
Antidote Potions,
Water Potions,
Health Mushrooms,
Stamina Mushrooms,
Keys

CUSTOM INPUT
You can rebind your keys and setup your own controls.

STORY
You can read/listen (fully voiced by Ross Wild) through the story. This can also be fast forwarded.

FEATURES
Player has the ability to do the following,
Sprint,
Dodge,
Sprint Dodge,
Air Dodge,
Regain Stamina,
Jump,
Double Jump,
Swim,
Climb Ladders,
Climb Ropes,
Swing Ropes,
Wall sliding,
Wall jumping,
Hiding,
Open/Close Doors,
Push/Pull Levers,
Sleeping,
Freely Move Crosshair(crossbow use),
Crosshair enemy auto lock,
Attack with melee weapon,
Rotate melee weapon,
Open/Close containers,
Smash vases open,
Interact with NPCs,
Interact with Merchant,
Attack/Save/Kill NPCs.
Enter buildings,
Traverse over world,
Lose their backpack (temporarily inventory).

ENEMIES
You can expect 11 different enemies types, with their own unique AI behaviors. The types are as follows,
Common Fishcrow,
Horde Fishcrow,
Stalker Fishcrow,
Brute Fishcrow,
Frog Fishcrow,
Patrol Fishcrow,
Streamer Fishcrow,
Chomper Fishcrow,
Slug Fishcrow,
Blaster Fishcrow,
Prey Fishcrow.
These will also vary in difficulty going by their colours. Blue is normal. Green is poisonous but weak. Red is hardy. Orange is hardy and poisonous. Black is a combination of all.

UI
You can expect a top bar communicating to the player your,
user name,
days passed,
health,
stamina,
weapon equipped,
consumable equipped,
gold count,
key count,
bolt count,
enemy kill count.

SCORESCREEN
You can expect an event upon finishing a level that will tally all enemies killed and npcs killed/saved. You're currently graded U by default (U = Ungraded). You'll be rewarded with items and gold during this event. The amount will vary and is dependent on your kill count.

OVERWORLD
You can expect to traverse through the available levels here. You currently have access to the following,
Stop Point 1 = Wiseman Home - Craven Village Part 1 - Craven Village Part 2 - Random Home
Stop Point 2 = Campsite
Stop Point 3 = Mountain Pass
Stop Point 4 = Gill Cave Entrance - Gill Cave
Stop Point 5 = Oak Grove
In total you currently have 9 levels to play through.

16-BIT ESQUE MUSIC & SFX
You can expect music for the following,
Input screen,
Start menu,
Story and
All current available levels. Some levels with have different music depending on the time of day. Day time music, night time music.

You can expect sfx for the following,
Player abilities such as dodging,
swimming,
jumping,
attacking,
consuming,
regenerating,
sleeping. There are also sfx in place for opening/closing doors with/without keys, smashing vases, opening/closing containers, traversing UI and inventory.

OTHER
You can expect a background day/night cycle.
You can expect to lose a random item upon death.
You can expect a death counter.
You can expect random weather patterns (currently blues skies, light,med,heavy rain).
You can expect breakable bridges.
You can expect checkpoints.
You can expect moving platforms.
You can expect light puzzle element.
You can expect survival waves (enemy horde attacks).
You can expect a living breathing environment, swaying trees, bushes, shrubbery, wind particles, mist, falling leaves, 2D lighting that helps pop out the pixel art.
You can expect crush platforms, these will squash you.
You can expect destructible walls, using bombs.
You can expect death markers.
You can expect free health & stamina regeneration upon sleeping, at the cost of time.
You can expect the option for an owl companion (currently gives tips only).
You can expect smooth quality animations.
You can expect pause menu with ability to browse controls and adjust music/sfx.
You can expect blood.”

Will the game be priced differently during and after Early Access?

“We plan to gradually raise the price as we ship new content and features.”

How are you planning on involving the Community in your development process?

“The community will play a vital role in the development process of AotMFC. The quality will lay heavily on feedback given through the games play-through. Certain aspects of the game work maybe subject to change through player feedback.

Feedback & bugs can be brought to my attention through the Steam Discussion board, or alternatively by emailing me directly wildlogicgames@gmail.com

You should consider joining the Discord for a more involved discussion on where the game could be heading. There are Welcome, Feedback, Bugs and Feature Requests channels currently available.

https://discord.gg/4Kk2dhD
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Just Updated

Hello and welcome!


Recently the game has seen an update on the player & merchant UI. There's also a new enemy! See below.








About This Game

Attack of the Mutant Fishcrows, A Fast Paced Action Platformer with flying fish that are swimming crows that are mutated half breeds of your nightmares! Step into this bizarre, dark & colourful world where the land has become hostile and dangerous. Chaos spreads and with each passing day the mutant fishcrow grow stronger.

In your adventure you'll create your character and fight your way through a chaotic world under attack. Run,jump,dodge,climb,swing and swim your way through each area of the world.

Every day that passes is another day the enemy will grow in their numbers.

  • Retro aesthetic, reminiscent of some classic 16-bit titles.
  • Retro chiptune sfx & music.
  • A plethora of different enemies.
  • Random weather FX.
  • Random NPCs.
  • Random exploitable buildings.
  • Customizable hero.
  • Customizable controls.
  • Puzzles and keys.
  • Loads of items to find & loot along your journey.
  • A ton of features.
  • Boss fights!
  • Big overworld.
  • A fun, challenging platforming experience with a unique story & theme.
  • Hand crafted, mostly linear game.
  • Difficulty increases over time, so don't dawdle.

System Requirements

    Minimum:
    • OS: Windows 7 SP1+
    • Memory: 500 MB RAM
    • Graphics: Graphics card with DX10 (shader model 4.0) capabilities.
    • DirectX: Version 10
    • Storage: 256 MB available space

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