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This is the simplest fishing game ever! Other games are jam-packed with so many useless things, this is straight to the point. Great game.
Thanks, that was really my vision here. Focus on the collection aspect of fishing (which I enjoy the most) and see what things I can shave off from traditional fishing games. Thanks for the feedback!
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Ummm, once the pink guys found me they immediately sunk my boat. I was mildly interested at first, but found the waiting for the fish to get reeled in quickly got boring. Seems like the idea of a fish attacking the boat and the 3rd level of fish that ran away at lightning speed might not have been a bad idea, if not OP'd. Anyway, while I like games where you improve yourself, this one seemed like too slow a start to captivate me without a badge attached to it. Rating what you have here, it's no better than a 3 and, frankly, that's being rather generous. But, since you stated it's a prototype and I would rate it a 1 or 2 as it is, I'll just not leave a rating and leave my (hopefully constructive) comments.
Thanks for the feedback! Pacing is definitely something I'm paying close attention to so your comments help me gauge it. It's possible you're looking for more active gameplay because I did intentionally shift the focus from core fishing gameplay to upgrades and metasystems, as I personally find fishing minigames to get old after a while. I think there are other ways to help my current gameplay have some more juice and interaction but you're right, the prototype won't be able to display that stuff. Appreciate you being open-minded and I'll certainly take it into consideration.
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This is lovely. Looking forward to the next version. Game mechanics are excellent. Game is fun to play. Controls are excellent. Top notch proof of concept!
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maybe add a "You Completed the Game!" screen or something at the end? after doing everything nothing changed, i want some sort of congratulations :(
I'm definitely gonna keep that in mind next time around. I wasn't really sure what kind of reception I'd get for the game, but now I realize there will be people who will be pretty thorough with whatever content I give them, so lesson learned!
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i feel like the fishing mechanics are unfun at times, in my opinion when a fish gets out of your fishing rods range they should regenerate not instantly get all their hp back
Thanks for the feedback! That was something I was debating myself. I was thinking maybe in the future I add another collection perk that prevents that auto-regen, that was players can just grab it as a potential upgrade.
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I enjoyed this game, and can really see room for you to add. It reminded me of this game from years ago. https://www.kongregate.com/games/Hillbridge/fishy-waters
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hi peachtree oath i replayed and thought about it and i agree with my other comment it needs more content like coming across treasure and different levels of fish like common epic legendary or mythic but dont get me wrong still a great game me personally i like listening to spotify music or podcasts thanks for reading :D
No prob and I totally agree that's the direction I'd like to move towards eventually. I'd definitely like to have more doodads sitting in the waters like treasure or flotsame so you're spot on.
I'm currently making a bunch of rapid prototypes to explore different topics. I'll choose a winning game to flesh out at the end, and if it's this game, I'll most likely have to overhaul a lot of it so the saves won't matter. It's mostly because I plan to have a lot of new systems and mechanics in place. Hope that isn't too bad for you!
lol this is funny because you're the first person to point this out! I remember thinking "hmm, I wonder if people will be confused here" but forgot about that til now.
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I'd like to see fish gang wars, if the spawning gets overpopulated.
Also, since the one that got away is always bigger, maybe they should actually get bigger when they do get away.
Finally, needs a boss "fish", a whale? And does he spawn minions of all the attacking types?
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Loved it. Very relaxing and satisfying to figure out what strategy worked best for each type of fish. I wasn't expecting shrimp to attack my ship and sink it... :cue Curb Your Enthusiasm theme:
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Other than a "boss fish", it might be fun to have some rare species that are hard to find. Probably that would also require a bigger map... Storms, tornadoes, rough waves could also serve as a motivation for a better ship. :-)
Yea I think there's a lot of room to play with for environmental stuff. Each biome would have different things you'd have to handle along with tackling new fish. Really good ideas!
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"Your browser does not support any of the required graphics API for this content." Man, I've used Opera, firefox and chrome. What the hell do you expect us to use, Internet explorer?
Nah sorry about that. It really should work on chrome and FF but I'm not sure why it gives some people issues. I've been trying out the latest Unity renderer so I'm not sure if that's been causing issues.
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"Your browser does not support any of the required graphics API for this content. " Latest Chrome with all updates on Windows 10
Well that throws my theory out. I thought it was because people were using the latest chrome on Win 7 and 8 but you definitely have the same thing I have. Thanks for letting me know!
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Player: "So, what's the point? Do I get to catch all that fish to become more efficient at catching fish?" Developer: "Yeah! That's life!"
haha tbh I actually do like games that get straight to the gameplay but some of the comments here have suggested some really interesting storylines I could weave into here. Moby Dick inspired stories are kinda an obvious choice, I wonder if there is something else I could try...
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Not a fishing guy, in real life or in games, so not sure why I clicked this in the first place. That said... I loved this concept and thoroughly enjoyed playing this. Perhaps in the future, it would be more visually appealing to the people not liking the fish under wall mechanic for the walls to be buoys or fences? Something more understandable for a fish to be able to get under. But yeah, I'd play the hell out of a full version of this
Haha that's awesome. I was indeed hoping players like you would end up sticking around. I do play fishing games myself but get tired/frustrated about the fishing minigame a lot, so I wanted to make something that appealed more to RPG players who like progression. ....the buoy/fence ideas are actually great, I didn't think about using those to replace walls. I will definitely be trying those on a full version!
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There's some serious slowdown in endgame. Not graphically, but in terms of catching everything. You start fishing faster than the fish respawn, even with all the bonuses.
Yea you're right about that, that first area is only so big and a full version of the game would feed you into larger areas over time. The best suggestion I have for now is running a loop and catching a variety of things rather than sticking to one area.
Thanks for playing! My current path is to kick out a bunch of 5 wk prototypes before deciding which game to continue with based on feedback. So it could be a while before I do a full version of this, but expect to see a new game in ~3 wks!
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great demo with a lot of potential, hope you find the time to expand on this. I see opportunities for some cool boss fights, tournaments against bots to see who can get the most in a time limit, equipment tailored to catching certain kinds of fish, and maybe even a story about a man spending his life preparing for his conquest of the mighty kraken.
Thanks for the feedback, I'm definitely jotting down all the great suggestions from people. Cool boss fights are definitely on my mind. I gotta put the "fish legend" in Fish Legend Fish after all!
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Suggestion for the proposed shiny fish: Incremental permanent upgrades. This could tie into any roguelike reset mechanics.
This is actually the route I was thinking of the most. I wanted them to feel super satisfying to get so I think it's be a new system of sorts like you said. For your other comment, I hear you and I'm not a fan of 100% linear either. I want the game to be zelda-esque where an upgrade may help you proceed, but it's not necessary. The bass is an example of this. To catch a bass you have 4 options. 1) Build up your speed. 2) Build up your dmg and DPS race them. 3) Get some collection perks like the slowdown or speed boosts. 4) Not really an option but you can pray that RNG goes in your favor lol. So yea that's how I'd like to proceed with the design and you and I are definitely on the same page when it comes to trying to avoid linearity.
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Really nice prototype. Just afraid a future version may have too linear upgrade paths with that eternal illusion of choice. (As in, there's almost always only 1 "Right" upgrade to get for optimal efficiency. There's massive potential in this game for that to be different, though.) The base mechanics are good.
The Koi level 2 perk actually does this, but I do understand at the highest level, even that +50% spawn isn't enough. Until the map gets expanded you'll basically have to run loops around the pond and catch things that way. Thanks for the feedback!
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Great game, could use more content and its sometimes difficult when the fish swim through the rocks when they're running from the boat. adding more fish and more boat levels would be great to (more content).
Thanks for the feedback, I actually did have them running into the rocks in the first version but it ended up being pretty easy as I just chased them along the walls. I think I could change the AI a bit to make this better but I just had them pass through the rocks for now.
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Nice game! Suggestion for future content: shiny fish that are worth 2x gold and additional upgrades could increase the multiplier.
Yea I love the idea of shiny fish. I think I'd like to do something more special with them especially if their catch rate is as low as Pokemon but I'm not too sure what yet.
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You could add aggressive sea monster, or mega fish. That is feasible to catch at maxed aspects. Just so we won't feel gangsta in this pool.
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Very good game, I would play full version. I think it mainly needs more fishes and bigger world. Last thing I would like to see is more boats with different perks and upgrades.
Really appreciate that, I very much have bigger stuff in the backlog and I hope that whatever prototype I choose to flesh out matches those expectations.
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Excellent prototype, pretty much everything was already pointed out in the comment since there is not much content right now, but i'll have to point out that i actually felt it was a really good idea to have fishes go under the walls. i feel like too many people are disliking it but i found it to be an excellent way to force the player to get more upgrades in order to progress
Much appreciated! I'm glad you see my intention here. I had walls working in an early stage of the game and I just trapped fish against the wall so it was quite trivial. The walls indeed are there to be overcome with either upgrades or understanding the fish behavior. The koi for instance always moves directly away from you so it's actually steerable. Thanks for the input!
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Good game so far! I'd just like to point out the obvious things - could use some more fish and more upgrades, as everyone else seems to have said. Obviously, the graphics could use some work, but I completely understand that that's probably not a priority.
The only thing I actually want to complain about is fish swimming through walls. But overall, this was very fun, if short!
For sure, thanks for all the feedback. You're spot on with your comments and it does help me figure out priority for various features so much appreciated!
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Excellent prototype! 5/5 Just one issue that needs to be looked into: Bass and Koi are able to swim into walls and through walls to evade capture.
Thanks for the feedback, that one is intentional actually in order to have a bit more challenge. I did raise up the walls to attempt to clarify visually that they can swim under, but I understand I probably need a few more things in place to help convey that. But yea, the Koi always swim away from you so you can drive them the way you want, and Bass are basically a DPS race.
Thanks for the feedback! Yea I had to be a little careful with the swordfish and it is tuned a little on the easy side since it's hostile. A future version would certainly test those bullet hell skills of yours :)
You've graduated to becoming a real fisherman! Yea I don't have any content beyond what's there unfortunately. I'm going to be much more careful about this next time in the future.