Clearly the most challenging of the series. Final level took me an hour to beat and depleted available memory xD I adore these games and came back to them multiple times. I plan to check out the steam version really soon.
Pretty fun game!
I like the art and cute atmosphere.
All the graphics are quite impressive and interesting - I really love pixel rogue-likes!
Replayability is insane!
All the numbers are easy to understand and help you specialize for the way you want to play.
My favourite is maxing my WIS to just plow through levels - it's so satisfying!
Some challenges are sprinkled all over the map - they're pretty fun puzzles actually. Like, how to overcome hordes of enemies when you can't heal yourself or use skills.
I also love how you can just see yourself getting stronger. I really enjoy rogue-likes in which your actions have meaning and influence the begginging of the next run.
Overall, I can easily recommend this game for anyone who seeks that kind of challenge.
Thanks I'm really glad you broke down the gameplay that way! You're right, conceptually the game is almost like a puzzle game, where each route/zone is a different puzzle of sorts. And you have to not just figure out a good build, but a way to develop that build to overcome it. I hope it's been a unique spin on the genre and thanks for playing :)
5 stars!
The game is super relaxing.
It's difficult to fail but it takes patience and planning to play effectively.
I love everything about the game:
Visuals are adorable,
Music is beautiful and relaxing,
Graphs are super-satisfying,
Gameplay is intuitive and entertaining...
I adore the fact I can follow individual citizens
New update includes additional side-missions, which is a great idea.
I've spend HOURS trying to maximize productivity and happiness and I come back even after completing all the missions and achievements, just to play around.
Definitely gonna wishlist the game on Steam!
Really cool concept, it's pretty fun to play!
I enjoyed chasing Koi and Bass very much!
It's really satisfying to reel in entire schools at once, too <3
I got into the endgame preety quickly xD
The game is pleasing to look at and controls are precise and responsive.
Great job!
It would be so cool to see some more economics, like different prices in each dock.
Also some missions for specific kind of fish caught in limited time.
I feel like for the same amount of fish, the map could be much bigger - it would make catching big fish way more intense and rewarding.
I'd advice to focus on it if possible: to create huge schools of small fish and spread big fish apart to make it more exciting.
Also, I feel it could be fun to hide some of the fish on the overworld and force players to use the radar more. Especially the biggest fish.
It feels kinda weird when all the fishermen focus on one fish, though.
And it's frustrating to loose fish under the obstacles.
Thanks for the thorough feedback! Oooo the timed missions is actually a FANTASTIC idea. I initially thought a quest system might be redundant because there's already a collection system that covers "get x amount of fish" but I think timed challenges would set it apart and give a different experience to the player. Your concepts to use the map more are also great, you're really thinking differently here! Good points about the focus fire and such, that was more my fault on the coding-side as I couldn't get the multi-fishing to work and look correct.
Great game!
Learning process is well implemented into the level so you never feel like you don't have all the clues to beat it.
And each new mechanic made my gears turn, never felt like I was doing same puzzle all over again.
Thanks I'm really glad you broke down the gameplay that way! You're right, conceptually the game is almost like a puzzle game, where each route/zone is a different puzzle of sorts. And you have to not just figure out a good build, but a way to develop that build to overcome it. I hope it's been a unique spin on the genre and thanks for playing :)