On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Piqued my interest, but I'm not entirely sure what I'm supposed to do. Looking forward to the improvements.

(+1)

Thanks for your comment! Yeah, I know it might not be clear, I will take handle it in next update. :) I have changed some stuff in the game kind of last minute before the deadline and I didn't have time to make those changes clearly understandable by the players.

The general idea is that you command boats that are should collect fish and bring it back to the building on the bottom. To move the boat you have to click on the sea, but only within a small range from the boat. If you click on the fish and the boat is close enough, it will go there and collect fish. Each boat can collect maximum of 5 fish. After collecting, you have to go back to the building at the bottom and deliver fish by clicking on the building. You pass the level when you deliver required amount of fish.

Each level brings more boats and more fish required. You have to be careful, as all boats react to clicks next to them and if they collide, you have to start from the beginning.

Is it more clear now?

I am not sure how to mark how far from the boat you can click if you want the boat to move there. I want it to not just be visible, but also to fit the game. Something that game to my mind was that I could add people on the boat - one person would command where the boat should go and the range limit would be justified by limited sight range of that commanding pirate. Sounds like a possible solution, but I am not convinced. Do you have any suggestions on that?

(+1)

Ah, that makes a lot more sense. That's a really cool system now that I understand it. Maybe you could communicate more of what's happening with sounds. Maybe you could personify the mouse click as something that could interact with the boats. Like a horn with a ripple coming out of it that only extends so far.

(+1)

Thanks!

Yeah, in one moment I thought about something like that. I will experiment with that and I will bring an update with this idea. Thanks for sharing it! :)

(+1)

I have just uploaded an update and descriped it in new devlog post. :)

(1 edit) (+1)

Nice update. Noticed a bug where even after you lost, you can continue playing in the background and then still move onto the next level. Might want to make it any click will restart the game rather than clicking a specific area.

Also was thinking the game is pretty easy right now if you play it slow. Would be nice to have some way to encourage a higher level of play, like a time based score, or having fish spawn in and out so you have to rush to get to them.

(+1)

I love the idea of fish spawning for some short period of time! I will look into it, thanks! It brought me the idea of bringing the time passing also by the change of light - the longer you play, the more dark everything becomes. And I could add some points system as you suggested. Additionally, I imagine a pirate saying something like "Wow, we did it before the noon. A grog time now!" when you finish early, or "Arrgh, I hate fishing after the dusk" to add some reasoning to the higher/lower points. :D

I plan to make colliding with rocks also cause the need to restart the game, I think it would play nicely with fish available for just a short period of time.

Thanks for the bug report. I will fix the clicking after win/lose. I considered just blocking boats movement after losing/winning condition is met. I will check your suggestion, thank you!

(+1)

The clicking behaviour on win/lose screen is now changed according to your suggestion. I described all the changes in this devlog post. No spawning fish yet, but I belive I will add it soon. :D