It took me a a minute to get the hang of it, maybe some fishing animation could help. I love the game objective to bring back the fish you catch, and how you have to look closely to find the underwater fish, very cool concept. The graphics were well-done and 2-boat gameplay was tricky but definitely a fun twist.
Viewing post in Pirate Bay jam comments
I have an idea for a simple fishing animation and I will add it for sure. And I want collected fish to be visible on the boat, so that it will tell more than just numbers above the boat.
It just came to my mind that I might remove the numbers above boats if I make it clear graphically that the boat can fit maximum of 5 fish. And if I add a person inside the boat (what I plan to do), that person might tell the player something like "We can't collect more fish, it's time to deliver them to the bay" to make it more clear that trying to collect more will not have any effect. What do you think about that?
I am happy you like the graphics. :) I was so happy when I created the winning animation. :D And I personally love the waves effect. ^^
I will work on informing player about the rules and the need of being careful when multiple boats are around. I belive I will bring some update this week and I will start with tutorials or any other good ways to communicate player what is happening or what the game expects from you.
I have just uploaded an update and descriped it in new devlog post. :) No fishing animation yet, but will come soon! :D
Hm, no, it must be a bug. But I must say I experienced it few times, but I wasn't sure if really clicked in the right place. Your experience prooves it is something I should look into.
It might be cause by the fact game checks if fish is on the spot where when the boat arrives, not when you click. When you add that fish move around slightly, it might be possible that when the boat arrives, fish moved few pixel away and "fish check" on that square returns false now.
I have just checked it by playing few times and it seems to be the reason. I will fix that soon. Thanks for pointing this out!
I updated the game with fix to the scenario I was able to reproduce. I would be super grateful if you can check if the bug you mentioned is gone. I described all the changes in this devlog post.