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(+1)

This is a very pleasant game - it has an impressive variety of fish and a great, consistent art style. Catching the fish was challenging, and it put a genuine smile on my face when I caught my first one. Well done!

I also have some constructive feedback:

I think the next big thing here is giving the game more 'juice' via effects, transitions, sounds, bouncy movement.

While the scale is a nice bit of interaction, it does beg the question - what is the point of NOT weighing and selling? My mind went into two directions: either this screen is meant to engage the player in the experience of weighing what your catch, and make them feel good about racking up money - and in this case, I think it needs more of that 'juice' to sell the experience. Or, it could be a moment where the player decides which fish to sell - in that case, I would expect the alternative choice fleshed out (e.g. keeping the fish = you can showcase it on a collection screen. If that makes sense! So I'd boil it down to either doubling down on the juiciness for what's already there to create the coziest experience possible, or to add more features to give meaning to the weighing and the selling.

Excellent work!

(+1)

Thank you so much for the compliments and the suggestions for improvement! 

I originally intended to have more features in the game, such as reasons to keep the fish in your inventory(like a special requests board), and things to buy or unlock with the money you earn, but I'm a pretty newbie dev and it took me quite awhile just to get the basics all working properly, and I just ran out of time. We are considering continuing to work on the game after the jam though, in which case I'll keep your specific suggestions in mind!