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The Game
Mr. Fiskers is a strategy game that blends conventional lane defense with fast-paced, real-time action.
• Game-changing tools and gadgets! • Absurd and challenging boss fights! • An upgradable army of robot minions! • A time-traveling adventure through deliciously anachronistic worlds! • No in-app-purchases, no A-O DRM!
Development
Unlike our previous games, Mr. Fiskers is 100% crowd-funded, which means: • We don't have to nickel-and-dime our players with in-app purchases. • We don't have to bog the game down with always-on DRM. • The only shareholders we answer to are you, the players and supporters.
You can keep up with the game's development by following us on Twitter, watching our Facebook page, and keeping an eye out for our Screenshot Saturday posts!
Progress
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Golems
You play a very important role in every battle, but you're not alone on your journey! You'll be accompanied by an army of mechanical golems that you can build, upgrade, evolve, and command!
They're the backbone of your economy, but most of them flunked out of self-defense school, so you'll need to build other golems to protect them.
On-the-Field Abilities:
Channel: The Time Golem burrows underground and redirects time crystals to an adjacent cell, allowing you to build a better golem in its place without sacrificing your income.
No longer content with just digging up crystals, the Mason Golem also builds pillars for you to use. You can drop them on enemies, use them as a temporary wall, or drop them in water to serve as a buildable platform.
On-the-Field Abilities:
Stonewall: Allows you to temporarily boost a golem's defenses.
On top of digging up crystals, the Tinker Golem also constructs whirlybird platforms, which let you build golems over chasms and hostile terrain, or lift your short-range golems into the sky so they can fight flying enemies.
On-the-Field Abilities:
Micro-Management: Allows whirlybirds to carry golems to new cells.
The Demo Golem occasionally produces a proximity-activated bomb that you can drop anywhere on the field, dealing devastating AoE damage.
On-the-Field Abilities:
Spoilers, check back later!
The Bio Golem occasionally produces a deadly plague virus that you can inject into an enemy, who will then spread it to other nearby enemies. And here's the best part: the virus heals golems!
On-the-Field Abilities:
Spoilers, check back later!
On-the-Field Abilities:
Spoilers, check back later!
On-the-Field Abilities:
Spoilers, check back later!
Just don't tell them about the whole "dying" part of the job.
On-the-Field Abilities:
Phoenix: The golem bursts apart, burning and damaging nearby enemies, then slowly reassembles itself.
To help prevent dying, their rocky armor makes them very sturdy, albeit a little slow. To their dismay, this means they're wonderful candidates for front-line service.
On-the-Field Abilities:
Stonewall: The golem becomes temporarily impervious to physical damage.
Each of the Ember Golem's fireballs bursts into tiny flaming shards when it lands, damaging all enemies caught in the blast. They're great for cleaning up swarms of weak enemies, and since Ember Golems are a brawler-class golem, they're safe to put near the front lines.
On-the-Field Abilities:
Burnout: The golem and all golems next to it get a massive speed boost for a few seconds. This sets the golems on fire.
On-the-Field Abilities:
Spoilers, check back later!
The shield limits the amount of damage that each attack can do, which makes it extremely effective against enemies with big, strong, slow attacks. And when things get a little too hot, those knives are great for slashing through multiple nearby enemies.
On-the-Field Abilities:
Spoilers, check back later!
Each cosmic fireball damages anything caught in the blast, and if anything actually survives, it will be dazed and useless for several seconds.
On-the-Field Abilities:
Spoilers, check back later!
Quake Golems send waves of spikes ripping through the field, damaging enemies and pushing them back. The spikes are too short to reach flying enemies, but the golems insist that girth is more important.
On-the-Field Abilities:
Spoilers, check back later!
When you need to pick off enemies before they get to you, the Steam Golem is the right tool for the job. Their ranged scrap launchers let them attack distant enemies, flying enemies, and enemies in adjacent lanes. Just make sure they're protected by stronger golems, because they're very fragile.
On-the-Field Abilities:
Crackshot: The golem charges up a powerful shot, then fires it at the targeted enemy. This attack can be fired at any enemy on the field, regardless of which lane it's in.
Their automatic gatling guns are fantastic for spraying through hordes of enemies and unarmored targets.
On-the-Field Abilities:
Bullet Time: Overcharges the golem's gatling guns and lets you control them in slow motion for a few seconds. You can aim the guns anywhere you want, but the bullets will damage anything they hit, so watch out for friendly fire!
The longer the Focus Golem keeps their lenses focused on a single enemy, the more damage they deal, which makes them fantastic for punching through durable armored targets.
On-the-Field Abilities:
Long Exposure: Allows you to manually force the golem's apertures open, which causes the golem to do significantly more damage, at the cost of their own HP. Can be toggled back to normal at any time.
Clouds of shrapnel do a fantastic job of cleaning up flying enemies; just make sure you've got other golems watching the ground. Apparently, Flak Golems can't point their guns anywhere but up.
On-the-Field Abilities:
Spoilers, check back later!
The Mortar Golem rains down explosive shells from a safe distance, obliterating foes all over the field. They're fantastic for just about anything the crawls, walks, or slithers, but make sure you've got other golems watching the skies. Have you ever tried to hit a flying target with a mortar? It's even harder than it sounds.
On-the-Field Abilities:
Spoilers, check back later!
The Swarm Golem produces tiny mechanical buzzer drones, which travel as a swarm, zapping anything in their path. Individually, each drone is weak and frail, but once the swarm reaches critical mass, there's no stopping it.
On-the-Field Abilities:
Spoilers, check back later!
After the electric arc hits its first target, the charge will jump to a nearby enemy. The electricity is especially good against heavily armored targets, and fast-moving enemies will stop in their tracks while while current is passing through them. Nothing beats the smell of involuntary muscle spasms in the morning!
On-the-Field Abilities:
Spoilers, check back later!
Goo Golems launch sticky goo at enemies, which slows them, prevents them from jumping and using some of their special abilities, and weighs down flying enemies so that short-range golems can fight them.
On-the-Field Abilities:
Pumped Up Jam: Manually pumping the golem up increases its valve pressure, which allows it to fire farther and faster. At maximum pressure, the golem sprays sticky goo everywhere, including all over any golems in front of it. The goo doesn't hurt golems, but it does slow them down.
These are the sorts of questions the Tangle Golem might ask itself, if it wasn't so busy laughing at enemies caught in its tangled vine traps. The Tangle Golem launches seeds that explode in a sticky mess, occasionally wrapping the victim in a tangled pile of vines.
On-the-Field Abilities:
Tangle Trap: Creates a patch of thorny vines that snag any unfortunate enemy that comes too close.
The Elixir Golem chucks healing potions at damaged golems, repairing them from harm. When they're not busy playing doctor, they'll continue to shoot sticky goo at enemies.
On-the-Field Abilities:
Biometal Gel: Fires a glob of biometal gel at a nearby golem. The biometal heals the golem over several seconds.
In addition to poisonous snapseeds, the Snap Golem also occasionally fires vicious, bloodsucking plants that drain the victim's life and feed it back to the golem.
On-the-Field Abilities:
Spoilers, check back later!
The mushrooms they throw at enemies come with a number of different effects, ranging from poison and lethargy to confusion and mind control. There's something special about watching enemies beat each other up.
On-the-Field Abilities:
Spoilers, check back later!
The Brew Golem keeps a few batches at the ready, and chucks them hapazardly at injured golems, healing every robot lucky enough to be caught in the splash. And if an enemy happens to get too close to the Brew Golem, it can release all of the pressure it has built up, buying you some time to get your defenses reassembled.
On-the-Field Abilities:
Spoilers, check back later!
Just make sure to wash them thoroughly before letting them come inside the house.
On-the-Field Abilities:
Spoilers, check back later!
Gadgets
Gadgets are the heart and soul of Mr. Fiskers. As you amass an arsenal of gizmos and inventions, the game evolves from a garden-variety tower defense into something more intricate and fast-paced. Here are a few of our favorites!
The Autohammer runs on time crystals, which means you'll need to build a lot of Time Golems to gather them for you if you want to construct a sizable army.
On some missions, you'll also be able to use the Autohammer to interact with the environment by building, tweaking, or destroying parts of the level.
Over the course of the game, you'll unlock upgrades for the Wrench-A-Rang that allow you to do things like set enemies on fire, whack golems to make them build a special weapon, or crystallize an enemy so they drop time crystals when they die.
You can use this to mess with enemies, strategically reposition golems, or rearrange elements of the level that are getting in your way. Just don't put the wormholes too close together or... well, you'll see.
We're not entirely sure why Fiskers builds his golems with legs and feet, since they never seem to use them, but after a few upgrades, you'll be able to use the Wormhole Generator to overcome their stationary ailment more frequently.
With the Thermal Paintgun, you can mark enemies as high-priority targets, and any golems in range will attack them first. Unlocking multiple thermal paints will allow you to assign different groups of golems to different targets, which can be very useful in boss fights and other situations where you need to selectively focus your fire.
With a little planning, however, you can use Disassembly Drones to carefully recycle a golem, returning 100% of the crystals you invested in them.
Upgrades
Every golem can be upgraded into new forms and given special abilities on the battlefield, but there are also persistent upgrades that you can earn over the course of the game to get a leg up on your foes.
Many of these upgrades add a new layer of utility to your golems and gadgets, and it's up to you to figure out the best way to take advantage of them. Check out a few of our favorites:















Team
Mr. Fiskers is made by Fex and Changko, the guys who made Dillo Hills 2, winner of PlayerIO'S EGA contest and one of Kongregate's Top 10 of 2013.
We're not part of any big company, we just like to make games in our free time, and we'd love to start doing it all the time.

JP "Changko" TiangcoJP handles almost all of the game's art and animation, including all of the level art, golems, enemies, and world maps.

Justin "Fex" SmithJustin handles all of the game's programming, audio, UI, and business stuff! He also helps out with animation and special effects sometimes.
Social / Contact
• Email: fex@mrfiskers.com • Twitter: @mrfiskers • Facebook: misterfiskers • YouTube: ytfex • Press kit: www.mrfiskers.com/presskit
Legal
©2014 Fex LLC. Fex Labs logo is a trademark of Fex LLC. Evil Space Chicken logo is a trademark of JP Tiangco. Other product and company names mentioned herein may be trademarks of their respective companies.
You are permitted and encouraged to record and broadcast Mr. Fiskers gameplay, as long as you don't alter the footage (basic editing / formatting is fine) or claim that the game was made by anyone other than our team.
You are permitted and encouraged to download, share, and redistribute the Mr. Fiskers demo, as long as you don't modify the demo or claim that the game was made by anyone other than our team.
We reserve the right to revoke these licenses at any time and for any reason, but we hope we won't ever need to!



