It's a bait !
François the worm woke up this morning and chose violence.
Armed to the teeth, help him slither his way down into the fish-filled abyss. Face many fishy creatures, get stronger and live to tell the tale.
Through determination, you may face François' worst enemy : The terrible monster Izma.
Mouse/Keyboard controls :
WASD / ZQSD : Swing on the the string
Click : Attack & Select Upgrade
Escape : Pause the game
Gamepag controls :
Left stick : Swing & Navigate menus
RB/R1 : Attack & Select Upgrade
Start : Pause the game
Made by :
Shinouk
Lexern
Aryombre
Dyecode!
Armed to the teeth, help him slither his way down into the fish-filled abyss. Face many fishy creatures, get stronger and live to tell the tale.
Through determination, you may face François' worst enemy : The terrible monster Izma.
Mouse/Keyboard controls :
WASD / ZQSD : Swing on the the string
Click : Attack & Select Upgrade
Escape : Pause the game
Gamepag controls :
Left stick : Swing & Navigate menus
RB/R1 : Attack & Select Upgrade
Start : Pause the game
Made by :
Shinouk
Lexern
Aryombre
Dyecode!

Comments13
The moment I saw that worm puffing a cigar with rock music blasting, I was like — hell yeah.
1st run – Fork:
I didn’t realize (and didn’t read the instructions, oops) that I could swing it, so I got wrecked pretty fast.
2nd run – Bubbles:
Much easier! I was a bit confused when the weapon upgraded itself — not sure what triggered that? But it was super cool to see multiple versions of the weapon appear. The boss didn’t trigger, though, so I ended up chilling at the bottom for a while. Discovered the swing mechanic during that downtime!
Hard refresh
3rd run – Stick:
As with the fork, This one felt a bit too hard for me. Didn’t get very far.
4th run – Slingshot:
Nice and easy! Made it to the final boss and finally scored a victory, Fintastic!
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Overall, a very polished and enjoyable game. You’ve packed in so many great mechanics:
- Multiple starting weapons
- Unique, named upgrades for each weapon
- Visual progression
- A final boss encounter
You really check all the boxes!
Balance-wise, I think the close-range weapons could use a bit more love. Maybe some knockback on hit to help manage enemies? And possibly fewer enemy bullets to give short-range weapons more room to shine, or make the ranged weapons feel a bit less dominant. Also I see the difference in weapon attack pattern between the fork and the stick, but the two ranged weapons feel less distinct
I think the swinging should be more controllable, when I tried swinging I couldn't hit the enemies, and they easily hit me. Once I stopped swinging I easily beat the game.