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maybe you could lower collection three on all the fish and add a few more? Kai,bass and all fish that run away could give speed like collection bonuses, salmon,swordfish, and other aggresive fish could give health bonuses, and minnows and all other fish could give practical bonuses (buy price decreased, sell price increased, longer reel,ect.) Just a suggestion.
Yea that's a good suggestion, that's where I'd like to take the game given more time and I'm glad you see the interplay between the collections and progression. At the moment I'm doing rapid prototypes to see which game the community ultimately wants so unfortunately I have to put this on the shelf right now. I'm actually already starting the 2nd game right now so bear with me!
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Wow, really great concept. I hope you plan to expand on it. More fish types, different fish animations, more upgrades, more boats, maybe even some skill trees. Would definitely like more of this.
Thanks for the input, I would definitely want to revisit that curve in a full game. I did keep it high though because well......there's no other content beyond that lol
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I can see this becoming a great game. The concept is wonderful, and you clearly have the skills to make it possible. I don't think that the fish should be able to swim into the rocks, though.
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Loved the content. Maybe add more species with more sizes such as: Large, Huge, Giant, Goliath, etc. and other things. I really like the game and would like to see it evolve.
Hah yep I actually have those in place, with Gargantuan being the largest and would take up several screens. You may have to stand by on changes though as I'm still in a rapid prototyping phase.
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Catching Shrimp is most fun. They gang up on you and there's lots of them. Swordfish are boring, because they spawn so slowly.
If you want to develop the game further, I strongly recommend implementing swarms. Lots of fish trying to stay together and Player gets to take a big scoop of 'em.
This was an enjoyable experience and I'd like more of it in the future.
Great feedback, I haven't heard too many comments about the gamefeel for the different species so that's helpful. Yea I like the idea of swarms too. I think the current pond is a good introduction but I'd love to play around with those concepts more. Especially say, a pack of fish that kinda travel in a big circle route and you have to intercept them.
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in order to change harbor to safe zone, you can turn of casting NEW lines while in harbor. this way you can still chase the fish into the harbor to finish the catch but it cannot be abused
That's a good point and I actually didn't think of that. I was more worried about the healing and aggro rules as is though. Atm you heal to full when you go into the dock. Potentially I could add rules where they don't aggro you while in the dock as well. Regardless of the aggro rules it'd be possible to keep ducking in and out of the dock to heal. I can certainly change that up where maybe you don't heal instantly, or you need to go to a separate bay to heal or something, but it just kinda cascades down the design so I'm hesitant to touch it right now. Yea it's no biggie right now but if I had some boss fishes, then that could cause issues.
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nice, 4/5. needs more content, upgrades, mechanics, types of fish, variation in prices and sizes and possibly a conclusion.
Totally, those are all good ideas. I actually had variation in the form of length/weight differences (like most fishing games) but took it out for the sake of simplicity. I can definitely revisit that if I have a longer amount of time to playtest.
I actually didn't think what I could do with rightclick, there's a lot since it's just a movement game. Goto is a good idea since it's basically just RTS movement. I could also save that button for some kind of sprint/roll too. Thanks for the suggestion!
Thanks for playing, and you're right, this prototype stops at 5 fish species essentially. I apologize that's the limit right now as I didn't expect this many players. I'll certainly keep this in mind in the future and plan for more content.
Yea this issue has come up a few times now. I think ideally I just space out the fish spawn zones more, because if it's a safe zone it could be abused in certain kiting scenarios.
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After I unlocked the healing boat I would just swim deep into swordfish and shrimp territory and yell "I STAB AT THEE" until my cargo hold was full.
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I love it. Some things that could be added. (some of them will make sense) (bad english)
(just suggestions) :-)
- More fish
- More Boat upgrades
- Boat appearance, like bigger boats. the size/cranes/ability to see your fishermen.
- haven/dock (little town)
- random boats on the water (NPC's) : allies and/or just for fun (extra content, view..)
- you said something about boss fights, sounds very interesting. Beside the normal fish content.Special fish like: whales, dolphins, sharks, seals.. ( who only appears in certains areas or at specific times)
- Ingame clock. 15 min = 24hours ingame. (something like that)
- unlock areas not only by levelling up
- fish inside wall thing.Fix it by adding structures instead of cilinders, so fish can swim under/inside.
- more colourfull content: trees, land, the dock, boats, birds..
- More sounds..
- online/co-op option.
- Something special, more different then most of the other fish/lvl up games..
Hope you like my idea's and will response! CHEERS
ooo special fish is an interesting subject, I didn't think of that. Off the top of my head they could give temporary boosts like now you're surrounded by dolphins and your speed is crazy, or the seals automatically keep dropping fish off onto your boat. I'm also pretty interested in what a haven or home base would be like. Like I have an idea of what it'd look like but I'm not sure what systems would go into it. I played around with the idea of having a day/night cycle where some fish only came out at night, kinda like Cat Goes Fishing. Hah I like the idea of online, and I REALLY like coop games, but that will probably have to be a different game. I really like your ideas and I'm glad you're excited about the potential!
Noted, I'm definitely going to try a different approach with future games or iterations. I haven't gotten enough information to fix this issue yet though unfortunately.
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There is only one issue I find with this game and it is the fish being able to swim through rocks. Otherwise, really sweet and creative. Sure, it might be short, but the tutorial is nice, the level required boundaries are nice, and even the fish being pink if they harm you is nice. Only suggestion is to make the swordfish sell for more than the bass as you can spend as long as you want (or as long as the fish can spawn) catching bass but if you don't have the armor you might die really fast to swordfish.
Thanks for the feedback! Yea balancing the values was tricky for me in the beginning, but hearing people's comments definitely shows me what direction I could take. The bass do technically have more hp, so if you do have more armor, then the bass end up becoming more difficult to catch. You make a great point though as those swordfish will wreck you in the beginning. I'll certainly give this point some more consideration.
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Nice calm fishing game. Obvious intent to add more fish, so hopeful for updates. More variety at each size category would be nice but not vital. More power up types, likewise would add play value but not needed for functional, casual play. If you get the time and funds, you could up the excitement by adding a picture or animation for each time you catch a new type of fish, or meet one of their catch levels.
That's a great idea and a lot of fishing games do this well, where you have the camera spin around the player really quick to highlight the new fish. I appreciate that acknowledgement of me needing resources to do everything but that's the goal!
That's not totally your fault. I took a lot of shortcuts to build this game quick enough. I'm still going to do that but I'll be a bit more careful each time.
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a breath of fresh air as fishing games go. love the art direction. the fish swimming out of bounds is a pain,however I understand the fact that you dont want any catches to be trapped against the wall.great job so far, will be waiting for more content
Glad you liked it, I very much feel the same thing every time I fire up a fishing game and am happy you like the more fantasy RPG interpretation of it.
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Pretty nifty. I liked! was fast paced, not too much grinding, a few of the end upgrades were eyebrow raising, but overall, fun! Needs lots of expanding, could make quite the time killer with this!
Appreciate the comments. Having a small little prototype helped show me whats working and what's not, so I'm glad people like you are commenting and reviewing!
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The fact that my biggest complaint about this game is how short it is, just means that it's good enough for me to want more of it. Good job to the Dev!
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Ok im just gonna drop some ideas if youre intrested,
Shiny rare fish spawns with high value
Treasure chests
Anchors
Divers
Whirlpools leading to hidden levels
Day and night with different fish
Big tiddy mermaids
Baits
Also, a big one, Plants! Being able to seed some plants to create biomes to attract special fish, also the collecting of different seeds is fun,
Oysters
Crafting
Storms
Flying fish
Mist/fog
Bosses
Grenade fishing
Stungun fishing
Arrow Fishing
Npc boats to steal from or trade with
Depth levels
Reefs
Island to kind of 'settle' on
Submarines
Birds
This is just a good list for if you need some inspiration, i have to say the way you made the game this far is really intresting.
Thanks for all the ideas, you're totally in line with my thinking and I share a lot of similarities. You have a lot of good ones here, especially the mermaids ;). But yea, plants could be a way to help the farm situation, especially right now as you max out your boat, you start catching fish way faster than they spawn. I do wonder what something like a settlement would entail. I've seen a few comments here talking about a home base and I think it's an interesting feature to explore, I'm just not too sure what it'd have yet. And lol@ the flying fish and birds, would you just be catching them in the sky or maybe need an upgrade to hit that layer?
Good question! My current goal here is to do a series of 5-wk prototypes each exploring different incremental game concepts I haven't seen before. After doing a few games, I'll then review feedback and basically pick a winner to flesh out. This game seems to really have momentum so it's a good (and only) candidate right now. I have a lot of ideas which is why I want to stick to a strict schedule in order to knock them out.
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Quite fun - I like the 'Risk = Reward' element of going after the bigger fish, and the 'Farming' reward of sticking with small fish and unlocking additional bonuses. The game mechanics work well. The tendency for fish to disappear in/under obstacles brings in a level of strategy/positioning. Graphics are 'Meh'. Progression feels well balanced. Overall a good game, and i found myself wanting more. I'm not sure your decision to work on several incremental games is a good idea - i would flesh out this one a little more and see where it goes...i think you have a winning formula.
Really appreciate the detailed feedback and the fact that you went through to check out some other comments. Yea I think the idea has ended up pretty solid and I'm glad you can pick apart a lot of my intentions with the game design, including the dreaded 'fish going through walls' lol. I agree that it may be a solid shot just moving forth with this idea, but that's the reason why I'm keeping the deadlines super strict. If I do 5 wk prototypes that should keep my downtime as low as possible while still having enough time to flesh out new ideas. I'm definitely taking your review into consideration when the time comes :)
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The speed boost, when the boat is full, is not very useful when we are catching fish that take up 3 spaces, and the total space is not divisible by 3. It never fills up, so we never get the boost.
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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.
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So from level 1 to 2/3 price increased triple (6 v/cs and 2 v/cs), but from 2/3 to 4/5 only small bonus per increased level (6 v/cs and 6 2/3 v/cs)... May be better increase values for swordfish and bass for example to 30? Or be better increase they health (create different style of fishing) and increase they prices - for example increase health to 200% and value to 300-400% (60-80)?
Because they are not so effective for money as shrimp with koi lvl.2 - they don't swim away, do lower damage (comparing with swordfish), i haven't exact values for health different fishes, but if i have 10 fishermans and full collection 9 shrimps takes ~4,5s in move (usualy spawned in groups), 1 swordfish ~1,4-1,5 s (3 sf~4,5s if they all spawned in groups, but this rare)... If simple increase price that will increase profit, if increase health and price anyone can choose - catch easy fish but have lower money per time, or try harder moment but get more money
Wow thanks for the thorough deconstruction of the economy! Dunno what you do in life but you'd make a great game designer or tester.
I think you make a great argument for adjustments and it makes a lot of sense. I kinda eyeballed the values with only limited testing, but you have a great process and framework for identifying the growth curve. You're right that a good design should have tradeoffs between easy and hard fish, with the hard fish getting easier to handle over time as you gain new perks yet more rewarding. The only thing I have in place to prevent spawncamping the shrimp is that the spawn rates aren't maxed out, so afaik if you truly wanted to be efficient, you'd have to make your rounds around the different fish areas. I'll make the value changes but keep the health as is just to make it easier on the non-hardcore players. I'm glad you see eye to eye with my fish design philosophy and how it should all come together!
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Small moment with fish value (v) and cargo space (cs). Best fish at this moment:
Shrimp (1 cs, 6v) - deal 1 damage, if have bass lvl. 2 - full repair after catch, to increase damage need only swordfish lvl.1 (small).
Swordfish comparing with shrimp has only 6 2/3 v per cs (20 v / 3 cs), need swordfish lvl. 2 for increased damage, deal 2 damage, that can't be fully repeared while catching (at higher level not very critical moment, but...), have bigger health.
Same values for koi (6 v, 1 cs) and bass (20 v, 3 cs) but you must follow them, this disable swordfish lvl.3 bonus (+25% if stopped)...
Yup you're right, the game is currently a prototype as I'm kicking out rapid prototypes at the moment and trying my best to update what I can. Thanks for not being too harsh on the game despite that.
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Hey I think its great game. Amazing mechanic, simple but really fun. More content and more rpg, or gamification elements and maybe its fun for a few hours :) keep up the good work