Fish Bait
A chaotic card game inspired from Exploding Kittens but with an Underwater twist.
The goal of the game is simple - "Avoid drawing the Bait card".
Each player take turns drawing cards and in between, they can steal other players cards, skip their turn, or use the "Escape" card to rescue themselves if they ever draw a "Bait".
Updated | 8 days ago |
Status | In development |
Platforms | HTML5 |
Rating | Rated 4.5 out of 5 stars (2 total ratings) |
Author | simpleyuji |
Genre | Card Game |
Tags | Casual, Multiplayer |
Average session | A few minutes |
Development log
- Rooms + Mobile Friendly + Bug Fixes9 days ago
- Introducing Fishbait: Reverse Uno Card Game30 days ago
Comments
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Not sure if this was a bug or the player refusing to move (there is a time limit though...) but the game just didn't continue when there were no cards left, and I played "attack" and the opponent had one card. I was on mobile and after I went away to post a screenshot and came back there was an error:
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
TypeError: null is not an object (evaluating 'GL.shaders[id].shaderType=shaderType&1?"vs":"fs"')
_glCreateShader@https://html-classic.itch.zone/html/12912558/FishBait/Build/1027e9f7842f7402bd1e...
<?>.wasm-function[GlslGpuProgramGLES::CompileProgramImpl(unsigned int&, core::basic_string<char, core::StringStorageDefault<char>> const&, core::basic_string<char, core::StringStorageDefault<char>> const&, core::basic_string<char, core::StringStorageDefault<char>> const&, core::basic_string<char, core::StringStorageDefault<char>> const&, core::basic_string<char, core::StringStorageDefault<char>> const&, core::basic_string<char, core::StringStorageDefault<char>> const&, ShaderChannelMask&, int, int*, int*)@83589]@[wasm code]
<?>.wasm-function[GfxDevice::CreateGpuProgram(ShaderGpuProgramType, core::vector<unsigned char, core::allocator<unsigned char, 0ul>> const&, CreateGpuProgramOutput&)]@[wasm code]
<?>.wasm-function[ShaderLab::Program::GetMatchingSubProgram(Shader const*, ShaderLab::Pass const*, keywords::LocalKeywordState const&, unsigned int, keywords::LocalKeywordState*, ShaderSnippetResult&, AsyncShaderCompilationMode, bool, int, int, bool) const@95627]@[wasm code]
<?>.wasm-function[ShaderLab::ShaderState::FindSubProgramsToUse(Shader const*, ShaderLab::Pass const*, ShaderLab::SubPrograms&, ShaderPassContext const&, keywords::LocalKeywordState const&, bool, int, int) const@98645]@[wasm code]
<?>.wasm-function[ShaderLab::Pass::ApplyPass(unsigned int, ShaderPropertySheet const*, DynamicBranchState*, ShaderPassContext&, keywords::LocalKeywordState const&, Shader const*, int, int, ShaderLab::GrabPasses const*, ShaderLab::SubPrograms*, DeviceRenderStateBlock const*, ShaderLab::Pass const*, ShaderLab::Pass const*)@95606]@[wasm code]
<?>.wasm-function[ApplyMaterialPass(SharedMaterialData const&, ShaderPassContext&, Sh
(There's obviously more to the error, but it didn't display any more text, and I copied and clicked away before reading the part about looking at the console)
why do cards go away after one death, that kinda sucks
I'm not sure I understand. Usually, after you die, and a new game starts, your old cards go away, and new cards are given to you.
Ah, I get it now. It was a bug. When there are 3-4 players, and 1 player dies, the game doesnt end yet, and all other players are unable to see/use their cards. This should be fixed in the new version!
Server down? =(
Was down momentarily, but should be working now