It's an interesting take on the theme to let the player explore their options and decide how they'd like to use what little agency they have in their fate.
I do think that it could use a little quality of life tweaks to help the gameplay feel less slow and drawn out: reducing the walk distance to the fish, reducing the number of times I need to press a button to get through text prompts, and/or putting the timing somewhere on the screen at all times so that you don't need to keep reminding the player whenever they do anything.
I also almost completely missed the entire shopping experience because I thought I would just need to stick it out on the dock or going back to the fish so a push for players to go into the shop and at least look in there would be helpful to make sure players realize their options.
Overall quite nostalgic and a nice entry!