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(+3)

Oh man, this is a rough one. The presentation is spot-on from before you even start the game, from the thumbnail to the corporate email with what we all actually think about those things crossed out in the description to the bulletin-board styling of the main menu and the goofy music - this is a silly game about fishing that presents itself with all the seriousness of an anime showdown, and I am absolutely on board with these vibes.

Then I start playing and I send the hook way out, grab the big swordfish that it landed by, watch it barely move as I spin, watch it get loose, and then wonder if I'm doing something wrong when it happens a couple more times. I got the hang of it eventually, but I ran into so many little things like that that just made it... not that fun.

There's no audiovisual cues on whether you're spinning fast enough or not, or how close a fish is to escaping, so when you mess up the lack of feedback makes it feels more confusing than difficult. After you mess up it feels doubly bad since not only did you lose time having to cast again, you also lose progress as the fish swim back to their original spot. Bigger fish are harder to reel in and are more of a challenge, but they're the easiest fish to reach since they're not as deep down so you don't need to wait for the hook to sink (so it's more likely that someone will get them first or because they're in the way). All the waiting you have to do in a game with such a strict time limit. The way the hook sinks in an arc shape makes it hard to figure out where to cast for the deeper fish. The seek radius for the fish is tiny and I'm convinced is larger when the fish are swimming in one direction than in another. The way the space level has so much more "water" so you're spending even more time just waiting to reach a bottom fish.

All of this adds up to a game that just feels unpolished on the gameplay side - fishing is a tried and true gameplay style but this game is missing the mechanical refinement that the overall presentation is asking for.  Which is a shame, because it's just so good. The game is beautiful, besides maybe some pixel dithering in the sky textures there is absolutely nothing I would change about the art, with the Juniper-looking suit lady, the little chibi protraits that react to fishing and scoring, and the dreamy cloud-like star background that covers some of the moon in the space level being some of my highlights. The music is great, and while I mentioned a lack of cues before, the sound design is otherwise without issues. A great but flawed game overall - which is the kind of game I said I would have the most to talk about :)

Hey Kieran, thanks for the detailed feedback!

As the dev for the game, I do admit the actual fishing experience has a few rough edges. I think I definitely dropped the ball on making it more obvious when fish are about to escape. Each fish has a hidden timer that gives the player `x` seconds to reel the fish in, and also stronger fish will make the player reel it in slower. I think there could've been several ways we visualize this to the player, either making the fish flop more drastically when they're about to escape or make the player's reeling animation look like they're struggling a bit more with the stronger fish.

The point about the space level having more "water" so reaching the fish closer to the bottom is a very valid one, and honestly not something that occurred to me during testing so thanks heaps for that. 

This being my first ever game that I've made, I think there was quite a gap between things I considered as being "obvious" (considering I was the sole dev) vs what the player would consider to be obvious. I feel like making the game feel intuitive enough for anyone to pick up on is something I really need to improve on.

Well in that case congratulations, the only mistakes you made were classic beginner mistakes! Playtesting early and good tutorialization are so important for gamedev. We all have our own biases and blind spots with regards to our own games, we understand our creations from the inside out, but our players don't have that context so we need to give it to them so they can come to appreciate it and enjoy itthe way we do. 

The good thing is that your eye for that sort of thing gets better with time. Now that you know about it, it's easy to double check next time you make a game. I made those exact same mistakes for the first games I made, and if it weren't for volunteers in the JuniperDev discord and for my friends, I would've missed some important issues with my own game this jam as well.