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Enjoyable basic fishing game. I'm liking the powerups for number x of a certain type of fish too. As the game is right now it's good for burning a bit of time up, but I read in the other comments that you have more stuff planned for this game. Nice. One thing you could do is set it up so that the powerups increase again after the final powerup for that fish type has been reached. So for the Minnow, when you get to 125 caught, the first powerup for that fish goes x 2 and so on. Also other types of fish would be good too.
Thanks for the feedback and that's correct, I wanted to make sure the core gameplay had legs before I started piling on more features and time into it. I like your idea because it scales really well. I wanted 10 collection levels per fish, but to think of something unique for each one would be a nightmare, much less implementing it :)
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Very nice concept here.
I am hoping for more fish with more unqiue AI patterns, more tools, and maybe a change of theme.
Maybe you are fishing on an alien planet? It would allow for the creative freedom to create all kinds of odd sea creatures that you can have do whatever you want... Because that is no normal shrimp in those waters. They are naturally aggressive, can sink ships and are like 20 times larger than regular shrimp! That is gotta be some sort of alien.
Thanks for the feedback and I totally agree with you! There are plenty of real fishing games out there so I'd love to truly explore the fantasy theme in the future.
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I dont know why, but i finished this game at 100%, was fun on the early and mid game actualy, but the late is a bit boring, there's a big lack of content. I'll watch to see new content !
Totally agree with you on needing more content but I'm glad you pushed through :) I'm currently working on some other prototypes but hope to revisit this one day!
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Would love more content. Perhaps additional weapons like a harpoon for big fish like sharks, or a way to pin one end of a net on one of those islands, then dragging the other end by the boat to catch fish en masse.
An advanced net mechanic could be interesting. If you go down that route, each weapon could potentially be a different core mechanic altogether, like needing to click to aim the harpoon, needing to set where the net pins, etc.
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me: nice day for fishing aint it?
sword fish: ON GUARD!
me: AHHHHHH NOT A NICE DAY NOT A NICE DAY AT ALL :boat sinks* cwap
Hey Kodiqi, I've some good hours into your games before :) Appreciate the feedback, I heard someone mention I could change it into a space cruiser and lasers and it'd be the same thing and they're pretty much correct. The fishing does seem to be attracting some eyeballs though, and I personally have always been looking for a fishing game with good RPG mechanics but never really found one.
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100% FC'ed this. Gotta say, very good for a prototype. I've seen cheap hack mobile game developers like Voodoo release finished games like this and add microtransactions too! A new coat of paint, more upgrades, more fish, this game'd be a real fun time waster.
Thanks that makes me really happy :) Yea I certainly would like to take this in a much more fleshed out direction than a mobile game. I learned a lot from this prototype and that'll definitely help me in a final product. Thanks for playing!
Thanks for playing! It is indeed short for a game as I'm looking to rapidly try out new ideas via prototypes. Once the dust settles, if this game ends up being the one that has the most promise, I'll certainly look towards expanding it.
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Wow, I would never have expected this game to be half as addicting as it is! You really nailed mixing in the rpg elements, somehow. I'm sorry it's over!
Thanks for playing and I'm glad to hear that! I really was craving a fishing game that had stronger RPG elements vs actual fishing mechanics so that inspired me to do this. If I do a future version I'll push that limit even more :)
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I'd suggest making it harder to level up or changing the level requirements to unlock places. Only needing to be level 3 to access the bass and swordfish was kind of scary, especially since I wasn't very well-equipped for Koi or Shrimp when I went there. Also, I'd suggest bosses having a collection upgrade, but like a single one that's a new mechanic or powerup or something. Like one could be a fish sonar or something to draw fishes in instead of them running away (probably last boss if you do cause it would eliminate the need for string length and speed), one could be something like a motor so you can manually boost, or maybe like a krill bomb or something that stuns all the fish in your radius. I just think it would be kind of cool if there were little gear upgrades, or more upgrades became available, after boss fights (if you do end up adding them)
Thanks for playing and good points! Yea, figuring out when to unlock things was a bit tricky since its pretty open-ended for what it is, and I can revisit tuning some time. I totally agree, bosses should be something special. I wonder if I could design all collection upgrades to be focused around that special mechanic too. It would be nice but seems very hard. You're on the right path with different offensive capabilities like that. I'm definitely thinking along those lines though it would be a pretty big overhaul of the game, which I'm fine with.
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Hello Peachtreeoath,
I love your game! I hope you update it soon! It seriously is fantastic! Ideas you might be interested in: Boss fights, special abilities, Line length, PVP, Alliances, Guild Wars, Heroes? Etc Also, maybe an aquarium where you can create your own aquarium for your fishes etc... Treasure diving
The problem i am currently facing is that i played the game awhile ago but when i logged in today everything disappeared...
i hope you get back to me! THank you! Great game!
Dang that sucks. Normally the save system is fine but I guess there can be some issues anyways. One of these days I'll figure out how to use the cloud save system to prevent that. Great ideas, PVP would probably be outside my capabilities lol but I would love to have fishing tournaments, even if its vs bots. Treasure diving sounds interesting, how would that work? I'm happy you like the game and I hope to one day add a ton of cool features and content :)
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Loved the game as it is different than most things out there. I am hoping you will make more content for it! If you make more content maybe an option to purchase an entire new boat for a different new area.
Thanks I really appreciate that :) I do hope to revisit it down the road after this prototyping phase though I'm not sure if it'll be the winning concept yet. You're right though, I have plenty of ideas on how to expand it and you'll probably enjoy it!
Thanks for playing! I'm currently working on other game prototypes before choosing which game to finish out. This game is definitely a good candidate though :)
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I like the concept, some suggestions.
a line length upgrade: nothing massive but maybe up to half again as long.
More fish types, maybe 3 or 4 per size category. they could upgrade how fast fish respawn, how much they sell for damage while close to fish as opposed to far away, fishfinder upgrade type of fish, how far you can see,
working off the above, collection layout could be
small F F F F
medium F F F F
large F F F F
so it keeps the clean organization you have now.
another is gradient water, pale blue where small fish spawn darker blue where mediums spawn and darkest blue is where the large fish spawn with maybe some overlap as they swim.
maybe some sort of boss fish/rare spawn like a shark or squid or something. make it visually distinct so players will recognize it and decide if they want to try to catch it or run away.
I've gotten quite a few suggestions now, but that gradient water is a new and FANTASTIC idea. Super clean "interface" and easily understandable. That's one I'll definitely look to in the future. Your other ideas are great too, I think you have a good sense of where I'd want to go with this game so that makes me consider them even more so thanks for taking the time to write all this up!
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This is a neat idea. Some suggestions to make it more interesting with time (because it CAN get boring pretty fast at this level of content). 1) Boss fights: White Shark that attacks faster for example; or 3 very hard fish
2) Activation skills: like a temporary speed boost, or double Money/XP, or call fishes nearby to your area; slow fishes; 3) Pirates: they rob your fish!
I think the activation skills are a neat idea and haven't been brought up yet. Not that I'm hard set on keeping it a 1-button game, but I wonder if that might work as powerups that enemies drop (once you've upgraded that skill of course). Something akin to healing orbs in D3. That way you could keep the simple controls while having some additional options at play.
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5 fish? That's it?
It's a good start. There is a lot of room to improve the ship, and add hundreds of fish. Maybe even new ships. Core mechanic is solid, but it needs content.
Thanks for the feedback! Yea this was a prototype to see if the concept even worked (who knew people would like a fishing game without fishing?). I'm happy to see that people are enjoying it and it tells me it's a good foundation that I could build on in the future.
Really appreciate that :) I'm currently exploring some new prototypes but afterwards I'll look to see if this is the best candidate to move forward with.
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Great game, already on my favorites playlist, but could you tell me why current experience is displayed as numberOfExp / MAX? Wouldn't be simple "MAX" better?
Thanks for the feedback and good question, I remember thinking about this when I implemented it. I don't have a great reason other than I wasn't entirely sure how many levels I would have at the time so I left it open :)
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Neat concept for a game. Maybe to add challenge, if an area gets over-fished (the population of the native fish to the area) an invasive species gets spawned and need to be fished out before the original species comes back. Of course, the invasive species are near worthless. Something like Lionfish spawning where the sea-bass are supposed to be. Plus the lionfish can do damage also.
That's a pretty cool idea. It probably goes against the constant progression feeling of the game, but mechanically and strategically speaking it's really interesting. It's a neat way of having players consider risk/reward. If they realllly want to continue fishing an area and are up to the challenge, they can milk an area just a tad longer if they're skilled enough.
Sorry about this, I haven't figured out why it just doesn't work on some machines yet. You may have to go to another computer and see if that works. I really apologize for the inconvenience!
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in 15-20 minutes the game is completed, you should try adding more illusive fish, that appear and disappear, that are worth 120 each while also having them stock 8-9 points of your hull capacity, while also doing a decent amount of damage like 7-10, and make the begining area a beginners area till you are lvl 10 then add a intermediate area then at lvl 30 have a expert area, then at lvl 50 have a boss area involving tough minions, and have all things lvl up to 50, and heavily increase revenue in the new areas to pay for upgrades, while also upping the damage to the hull, and the speed of the fish
Thanks for that breakdown! I've put some thought into how to expand the game and you're right, I'd certainly start having some harder zones and more fish. The pacing to introduce the different levels and difficulty will require some tuning once it's in place but overall it should follow a similar curve to what you outlined.
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I like it. Obviously it needs more content but it is fun. The final upgrade for crew size and hull seems way too much compared to every other upgrade.
Thanks and good point. When I originally [winged] the numbers, I thought combat might be a bit more prominent so I valued those higher. When I finished the prototype I didn't really think to go back to rebalance those. Probably not worth changing at this point but I'll certainly keep that in mind next time around!
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Good game! I agree with some of the other comments, I just want more! I also agree that having a 'boss fish' at the end would really help wrap it up.
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This is pretty cool for what it is, though it would be great if this were like the tutorial area and then we could capture tons of fish to higher and higher level areas. I like it so far, so keep up the good work! I hope I don't miss an update.
Yep that's the idea, I wanted to see if the concept worked in the first place and seems like it does. An update could be a while I'm afraid. I'm still working on some new game concepts and may not revisit this game until after that. On the bright side, you can expect a new game from me about every 5 wks.
Sorry about this, I haven't figured out why it just doesn't work on some machines yet. You may have to go to another computer and see if that works. I really apologize for the inconvenience!
Could be a while I'm afraid. I'm still working on some new game concepts and may not revisit this game until after that. On the bright side, you can expect a new game from me about every 5 wks.
Thanks and that's kinda my goal right now! I'd like to continue playing around with some concepts on Kongregate since the community is amazing, and eventually take a winning concept to a full game.
I'm currently focused on experimenting with more prototypes. After that I'll choose a winning concept to go with. This game may not be the first one I finish out but I'm probably going to work on it eventually given the level of response.
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Really nice concept! I enjoyed it a lot. Compelling upgrades. I like the way the multiple lines can target one difficult fish, or quickly clean up many small ones. The flexibility feels intuitive.
I think it's great that you're knocking out smaller prototypes for incremental games. Looking forward to your next one!
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This is a good game with a lot of potential. You should add equipable items which increase your boat's stats and make the boat look aesthetically good and also more content. Hope this game will be more fun in the future..
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Well, that was a fun way to kill some time. Good to see the balance tweaks since I last played - once again, I've maxed out everything, so I'll probably quit there.
Thanks for checking the game out again! Sorry there isn't much more content than last time around. Still in a game prototyping phase right now but if I fleshed out this game it will certainly have a lot more fish and map to explore :)
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3) I don't know what this crazy concrete looking structure I'm fishing in is, lol. Like maybe a small archipelago so you can have different fishing areas and multiple docks scattered across the different islands. You can limit access to certain areas by obtaining "fishing licenses" or something, could be mini-quests you accomplish at each dock.
4) Linear progression can be fine but this is REALLY linear. Maybe some branching when you add more fish types, like 2-3 fish at each level and collection bonuses can separately allow you to scale up to the one type in next tier of fish, that way every single fish doesn't feel like a grind, only some of them. And as the player you are consciously deciding to challenge yourself with a fish in the next tier instead of completing the tier you're in, if that makes sense.
Anyway, really enjoyed the game and it definitely has potential! I hope you eventually come back to it after you work more on those idle games you mentioned :)
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3) Hahaha you're the first person to really question the structure. Yea I was grayboxing the level layout and was planning to switch it out with actual islands and such but ran out of time. I like the idea of fishing licenses to unlock zones, it's a much more on theme way to approach that! 4) I very much agree. I do hope I can achieve that through design when I have more fish to play with. An example is the current bass fight. There should be 4 ways to approach the fight as it is basically a DPS race. You can upgrade your damage to catch it before it gets away, up your speed, get the slowing upgrade, or go while underleveled and pray for RNG lol. I'm happy you think I'm on the right path and I'll make sure I keep your suggestions in mind!
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Really like the concept overall and the bones of this game! The mechanics are solid, with some minor bugs. Some random suggestions I thought of while grinding out that 100th swordfish:
1) I would say that boar repairs should cost money, your boat should come back to life with 1 hp and then you pay gold past that. It's currently a bit cheap that I can just flee to a harbor and be completely healed instantly at no cost. And just losing the cargo when a boat sinks isn't really punishment enough. So redoing the concept of HP/Repair might make it more interesting.
2) It was unclear to me what leveling up actually did. Maybe display base stats somewhere and leveling up increases everything by a little, and then the paid upgrades further modify the stat? Somehow the upgrades and the level need to be distinguishable so that any accomplishment feels distinct.
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Thanks for the thorough feedback! 1) That's actually an interesting idea. It's a bit akin to durability in Diablo where if you dip too low, you're forced to grind a bit before you can return to your full power. What I like about this is that this game supports non-combat encounters, so you could just farm some non-combat fish for a while to build your gold back up. 2) Yep you're right, leveling was supposed to unlock new gameplay systems and zones but there really isn't enough content in the prototype to support this.