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I broke through the wall at hyper speed and cant find the original starting point. Good game, maxed everything out, was fun. Thank you!
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I think the fish need to be further away from the docks since the cargo and hull upgrades are a little pointless when it only takes a second to reach the nearest dock
That's a fair point. I leaned towards the easy side on this one to make sure core gameplay was solid. But certainly I can add more value to those upgrades w a map revamp.
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oh ma god sooo good , so much potential , I want this game to be so big I wanna play it for years. more fish , bosses , more upgrades , collections , special fishes , prestige , new zones , more of everything
Haha thanks, I agree that that is a game I'd love to play but it doesn't exist yet. If I decide to flesh this one out you'll absolutely see those features.
Good to know, I'll have to be careful if I make a full version of this because I'll have to space out upgrades more for a longer play time. But if it feels too grindy then that'll be an issue.
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Some suggestions
- Visually, the cylinders and stuff could be updated to be a thing a fish could reasonably swim in/under, like a coral wreath or wooden pad
- Death being a loss of cargo is a very minor penalty so far. this could be made more punishing with maps that have long/dangerous areas between docks.
- Ability to hold shift to slow yourself down (maybe even activating the swordfish's buff for being stationary?)
That's a great idea actually for the cylinders, didn't think of that! Another variant I had planned was the electric seaweed from the NES TMNT, where fish could swim through but it'd hurt you if you passed through.
The slowdown ability is a good idea too. I wanted to have more bullet hell style enemies in the later portion, and that feature would be 100% necessary.
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This utterly fails to be fun. That fish swim through walls is simply frustrating. Multiple fisherman on your boat tend to pick different fish meaning you fail to catch either. Line length is fied and comes from the center of your boat meaning
Thanks for the feedback! A few people have mentioned the out of bounds thing so I'll revisit that, though I did want the player to have to dodge some obstacles so that it isn't a straightforward chase. I'll look into how I can get the core fishermen gameplay to not be frustrating, it's always good to hear other opinions since I've been knee-deep in it for a while.
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Possibly mentioned before - but if you more than 1 crew, only 1 should latch onto a fish - the 2nd should wait - unless there is a speed bonus for 2 on 1? Seems more logical then for fishing shoals.
I did take some liberties here and allowed focus firing. You are correct though, ideally I'd want the algorithm to latch onto as many fish as possible before focusing. It DOES do this but only under certain conditions. I'll be rewriting this code if I tackle another major version.
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It's been 30 minutes since I managed to escape the confines of the fish farm. I've been heading east, hoping there is something out here just beyond the horizon. What fish I have in my cargo won't last long before spoiling. Should I turn around or take the risk and keep going? Even if I turn around now, could I make it back before dying of dehydration? Could I even find the facility again?
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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.
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I think you got a good concept going here, so I would think a lot about, if dividing out into three games is the best approach.
Yea I've been surprised by the feedback, I thought I might get points taken away from it being unfinished but you guys have been very helpful.
I'm limiting each of my prototypes to 5 wks of development, so hopefully it won't take too long to find a winning concept. It'll just be easier for me to design if I have a blank slate since each one will be focusing on an unexplored area of incremental games.
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"Hey capt'n, why are we sinking?"
"Two shrimps just attacked us."
"I told you it was a terrible idea to make our ship out of third-hand papermache!"
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as others have said more content please, currently it a pain to fish all of the med (and i would imagine the large + fish) it would be great to have some items that give you more fish per caught fish or if they're worth their cargo 'weight' (i.e. med fish are worth 3 atm). further awards for fish, more would allow you to go further, but careful of balancing. diffrent fish colors, i like that the red ones are the aggrisvie ones, but the blue are very hard to see, maybe a mix of diffrent colors with diffrent "stats" could keep the blue as camo type, but atm its tough. have diffrent fish mixed in at spwaning points so the player doesn't have to 'backtrack' as much to max or improve awards...
Yea, I think with more content I can ease the brakes off of the medium fish, or at least have more species that can help with your offensive capabilities.
Not gonna lie, I actually had trouble coding the fish silhouettes to look good in 3D, that's something I'll definitely revisit in future versions.
Great feedback overall, I appreciate it!
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I was level 9, 10 fishermen, some speed, 10 cargo, 10 hp. Reloaded the game. I'm level 0, have $26334, 0 cargo, 10 hp. upgrades all at $100 with some crazy levels. Crew 19, Speed 23, Cargo 18, Hull 9. Using Chrome. I would say there is a glitch in the game
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I love this game, but I think I broke it. I can fish anymore tier 57 crew, just went kinda nuts I guess. I wish I could reset it.
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There are at least two walls in a V angle for the ability to get out of bounds. And the speed of the boat can get really annoying, because you're simply too fast to fish. The concept is addicting and I really want to see more ideas implemented. With polished graphics and more content: Go for Steam. The idea is that unique, you can fill a niche I think :).
Thanks for the feedback, the boat speed is definitely a concern cuz I had trouble balancing the early game. I could just have the percentages not go up linearly...
Glad you think that about it being unique. One reason I chose this theme is because I've played just about every fishing game out there, but I don't actually like the fishing minigame anymore! I'd rather focus on some cool, collectible rewards for fishing and I couldn't find a good game that does that.
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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.
It's a meta-commentary on the bleak life of a koi pond.
(no I agree, I have various ideas on where to take this game, but atm I'd like to prototype a few other incremental ideas before deciding on which one to flesh out)
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Fun game, great prototype.
1) I would like to see the sword fish attack delay decreased (they attack quicker when your boat is close) they are far to easy by the time you get to them to catch the hoard then pick them off one by one.
2) Though it said larger fish would need bait fish, not once did I have to have a minnow, koi, or shrimp to catch a bass or a sword fish.
3) Fish need to be bound inside the overall play area, fine if they go under things just not out of bounds.
4) Just more content overall would be awesome, would love to get into sharks, whales, etc. that take some time and skill to chase and catch.
5) I would love for a whale or something to be like the bass and run but they can still have the ability to turn and attack.
Thanks for the thorough feedback!
2) Oh that's interesting. I actually had a bait system in place (where you needed smaller fish in hand to catch larger fish) but I removed that so there must be a bug.
3) I'll think on this one since a few people have brought it up now. Admittedly it was just easier to code it this way but I understand how frustrating it can be for something to just go where you can't go.
4) You're totally in line with my thinking :). Since the gameplay is just movement, I wanted some more challenging scenarios that test your dodging/situational awareness abilities. Alas my current goal is to rapidly prototype a bunch of incremental ideas before choosing the best one to flesh out.
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The perk that makes the boat move faster after leaving dock should have an option to be turned off. As it stands, it's more annoying than useful, as it's very hard to catch fish with that buff on. Overall, very good game though. More content, please!
That's a good point and I noticed I had to tap clicks in that scenario (especially if the boat speed is already high). I'll see if I can think of a short term solution, like maybe toggleable perks.
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When upgrading to crew to level 10 the game starts bugging and the fish stops dying and you keep killing it and gaining money for killing it in insanely speed.
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Excellent start. A few things can be improved. Sometimes a fish swims inside a wall. Sometimes when a new fish appears very close, it and the boat don't attack each other. Also, consider adding auto-repair and auto-sell when the ship stays inside a sell circle. Or, if you against a little "idling," add a pause button. (A couple of times, I was almost beaten to death while staying still.)
Great points! I'm actually totally for idling but couldn't get the system in in time. I wanted the ability to hire other fishermen that would gather fish automatically so that you can just drive by them to collect fish. That way there's a hybrid active/idle gameplay going on. And yea, those swordfish have no mercy~
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i really like the game, its really nice and simple. The best thing is probably that you dont have that feeling of grinding, the game has a very nice progression. Still is a little buggy (you can go thru allmost all walls) but that was to be excpected. orverall a really good idea, and it needs more content.
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Hello, my two cents of feedback:
- Cute concept, looks & feels good already for a prototype.
- At 5min I'm very excited by the core loop.
- I would really like to be able to move without holding click, it's tiresome for me. Having the boat follow the mouse would be enough? Gamepad option would be neat.
- Polish wise, I'd love to see fish bursting out of water when I catch them, that would reinforce the fishing fantasy and would showcase better the fish models.
- 2 speed upgrade and I'm super fast, a bit too fast too quick?
- I'm not sure what level up does.
- Seems to have completed the game at Swordfish, liked it, excited to see where you're going with this.
Thanks for the feedback, I did hear another comment that they'd rather play with WASD, that shouldn't be too hard to implement. You're absolutely right about the polish, I had to reduce dev time there in favor of putting in new systems, but a game like Kraken's Curse by Sokpop would be a look I'd love to mimic. My current goal is to rapidly prototype a bunch of incremental ideas before choosing the best one to flesh out, and comments like these definitely help me decide when the time comes!
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I can't figure out what the levels do. Leveling up seems pointless. There is also no sort of ending. I do like the game play though.
The levels just unlock portions of the map and you're right, there's not a lot of map right now. At the very least I think a version 2 would have each level give +5% gold similar to Steamworld Dig.
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only issue i have so far is the fish are able to swim outside the walls sometimes when they are swimming away. otherwise i love it and want MOAR CONTENT
Thanks for the reply, I actually did want to have that mechanic so that I could put in "obstacles" to deal with like the cylinders on the left, and also a fail mechanic so you can't just trap a fish against a wall all the time.
Thanks, that was actually something I really wanted to play with coming into this concept. I really like fishing games but I find the actual fishing minigame to be boring after a while, so I wanted to simplify it and focus more on the rpg/collection aspect.
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I like it a lot, of course it is a prototype so a bit limiting. But it works fine, though would be nice to be able to do way more in it, since it is quite short right now.
Totally agree. I have various things planned like bullet hell boss fights and more RPG elements like an aquarium that buffs another line of stats. I'll be honest though, my goal atm is to knock out several incremental game concepts I have, and after that I'll be choosing what seems to be most popular with players and flesh out that game :)