really nice fast paced shooter! And it has impressively good built multi-features which are easy to use. First level was a bit stressful, especially because it took me some time to realize I had to shoot them all. Instead of the timer ending the gameplay you might consider adding stars to the levels, so completing it within the requested time would give you a star. This way I think you could broaden the public.
I don't think it is as important as other suggested things, but maybe a toggle to see the radius of capture could be nice. And this could even open a new line of content: different boats or fishermen could have different reach or angles of "vision", or even "shape" (a cross, only front, a doughnut... ok maybe this is too weird, but I hope I make a point here). Btw, is there any forum or other place that you can gather suggestions and post your feedback, or where we can follow your project milestones?
Not weird at all! One core feature I had planned for was a unique fisherman system, where your boat might have 3 slots open but have to choose from 7 fishermen (however many you've unlocked), each one w abilities that help w certain situations like aoe, or good for long battles. I also had different ranges planned because then you could customize your playstyle with long distance vs short. Thanks for asking about my progress! I actually do have a Discord coming soon because I really want to foster a back and forth with the community (as you can probably tell from my commenting habits). I'll ping you when I have it up because I'd love to chat w a fellow dev about this stuff, especially since you have some great ideas there.
the shooting mechanics feel a bit weird, not only the targeting/trajectory (which I can adapt to), but especially the fact that I have to spam click because I don't know when the arrow is ready again. Maybe having some meter or a visual bow and arrow could help with this. Perhaps the possibility to trigger autoshoot too with a key (you would still have to aim). The skills and gold purchases have to information; what is what? how much does it improve it? I think that it can look much nicer once some of these basic things are covered, and then you might want to add different bows or weapons, etc.
the fixed cost makes it an extremely short game. Very simple but looks and feels nice. No mute button, but I could just mute the tab (firefox), so no big prob. for my part. You might want to take a look at other incremental games to gather some base concepts, if you wanted to expand on it (prestige, different sushi types, incremental cost, the ability to see achievements, and them to give some perks...)
Another possible content expansion could be to have both the current "controlled" system and the possibility to go into the wild to try to catch new fish species to put into this big closed space, so that they reproduce.
That's a really interesting idea actually. It's kinda like Slime Rancher where you go place things into your farm so that you could access them whenever you want. I had an aquarium screen planned but this might be a cool, diegetic interface for that.
Nice start for a prototype! If it was me, I think I would include some more random stuff, as in different fish sizes, for example, or random spots for fishing. Perhaps buying a map from a local fisherman could tell you of a different spot, or the hint of a legendary fish. Maybe it would mess it up to have different rod, lines, baits configurations.. I like the simplicity in this game so far. Also in the "more complex" line, different fishermen could have different skills, which they would improve by just fishing. There are usually fishing competitions irl; this could be like a side task: to get as much total fish kg as possible in 1 minute (or whatever).
Love the way you think and it does validate a lot of ideas I had for a future version. I actually debated throwing in a huge whale that swims by in the beginning as a teaser but I didn't want to make people wonder where that whale is in the prototype. The different fisherman thing was something I started implementing where some were better at AOE damage, some were good at initial strikes, stuff like that. Don't know why I don't have fishing competitions written in my idea list, it's my favorite part of any fishing game lol, thanks for bringing that up.
What a gorgeous set-up! Lovely smooth easy going piece of art. I can imagine it expanded to further explore great little things of life, and help people reflect on those. Thank you for this creation :)
Start muted doesn't work, and it even bypasses the "mute tab" in firefox (you can hear it playing very low). To mute it, I had to actually move the slider up and then the "mute tab" worked. Also, just for info, there seems to be no offline gains.
Nice brain squeeze :) I would appreciate having two separate lists of blue and white numbers, and the ability to flag them as "taken", if you already know that they will be used in some tiles (but don't know yet where specifically). I hope that made sense
Thanks! Good tip on the stars, I'll keep it in mind for next time.