Wishy Washy
Hey everyone, Dominick Frederick here, and this is Wishy Washy!
In this game, you tap your way up a towering skyscraper where frost fights back every step of the climb. Your character automatically slides side to side, so timing your taps becomes the heart of the challenge, boost upward, dodge flashing red hazards, and keep your momentum alive. Clean windows for points, clear entire floors for bonuses, and meet the quirky NPCs who watch and react as you work. That’s Wishy Washy. Let’s get to cleaning.
Inspiration & What I Learned
I set out to build something fast, simple to start, and instantly fun, a vertical, portrait-mode experience that anyone could jump into in seconds. I learned how crucial small feedback loops are in a mobile-friendly game: every movement, tap, and reward needed to feel immediate and satisfying. Throughout development, I also deepened my understanding of Noesis UI, custom scripting workflows, and integrating AI-assisted tools without losing the handmade charm.
How It Was Built
Wishy Washy combines custom 3D models, AI-generated models, hand-written and AI-generated code, Substance Painter textures, and Photoshop polish. I built the game using the Horizon Desktop Editor, scripted in VS Code, and relied heavily on Focus Interaction for its tap-to-climb mechanic. The project includes custom player movement, rotation systems, particle effects, sound design, and animated NPCs, all supported by Noesis-powered UI.
Challenges
The biggest challenge was time. Building a fast-paced game requires iteration, but limited playtesting windows made it tough to refine mechanics, observe players, and adjust systems on the fly.
Future Plans
I plan to release seasonal updates, expand progression systems, and introduce a customization store where players can personalize their characters. I’ll continue refining window-cleaning and row-clearing rewards as the world grows.










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