A quick and simple experience, not the craziest thing for a rapid-fire game for how long you had to do it!
- There's no sounds or ambient music, so that's one way you could up the immersion factor... this would help sink the player in a bit and feel more at ease, wanting to spend more time appreciating the scenery or the goal
- The progression was very quick to grasp (eat the larger fishes with the bait) and the underlying goal (at least through the self-ascribed environmental storytelling I'm giving myself) is to clear the bloodied corrupted pond by clearing the fishes -- though the core is very simple... it is very easy to become bored with! You could take that core in a lot of directions by asking the player "why would they do this", and then exploring out along the creative game design paths asking that question multiple times takes you down 😌
- I did notice the XP and level indicators in the upper left, but I couldn't tell what they're for or what they do (if anything atm!)
- I can get behind the pixelated style! I think you could do a lot with that, especially if you build out more of a longer-term game progression spanning multiple levels or objectives.
With more time, I could imagine you having a more robust, possibly replayable experience here for the enterprising player to enjoy... but be proud that you did this with the time you had, and thank you for coming and being part of it -- hope you will be able to spend more time with us from the get-go next time! 🙇♂️