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(+1)

It's okay—fun at first, but less fun the better you do. I made it to Day 102 before some kind of bug killed the game, leaving me unable to place the piece I held (or see the expected fish yields). I don't know if this would help you find the bug, but my daily income was listed as -1 for some reason even though I'd been making somewhere around a hundred net fish per day on the days before this.
(Wish I'd thought to take a screenshot.)


Specific criticisms:

  1. Dragging and dropping isn't great; I'd rather click to pick up and click to place down. I accidentally "dropped" the pier at the place it spawned two or three times, and one of those times on Day 99 lead to a few days of weirdly changing village pieces before the aforementioned bug.
  2. Speaking of which, the fact that new pieces spawn at the edge of the map and not *off* the map is really frustrating once your village gets big enough to approach or reach the edge of the map.
  3. There isn't enough feedback about valid or invalid locations, especially with regards to those little circle ripple things that seem to block construction for some reason. I'd rather have parts of the pier turn red when they're over an obstruction than just have the piece not move when I try to drag it somewhere—it's nice to be able to blame your inability to perfectly place a pier on a specific rock rather than the game in abstract.
  4. Having some indication that the pier piece isn't connected to other piers, or at least making it less eager to snap to such open space, would be nice.
  5. If you're careful and check your options, it's easy to just keep biggering and biggering, your income and fish stocks just getting more and more ridiculous. I made it to Day 102 on my first game, with nearly a thousand fish in the "bank"; I expected to run out of space to put tetrominoes before I ever ran out of fish. The endgame was kinda hellish, with just finding a legal yet non-atrocious place to put tiles being difficult, and not in a fun-challenge kind of way (in part because of issues 1-3). I can't speak for people who went out of business in half the time, but I wonder if the game would have ended sooner if you didn't have a "fish bank" in the first place, if you lost when your income failed to cover expenses. (That would also avoid death spirals where your bank slowly dried up as you tried to avoid losing so many fish...if you covered up your fishing spots, I mean.)

Anyways, it's solid for a jam game, and you're probably not updating at this point, but I figured I'd give you feedback anyhow.

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Wow! Thank you so much, I suppose it took you a good couple minutes to write this, which makes me impressed. You made the points well explained and clear :) I knew about couple of them very well, but some gives me more to think of :D

I'll try address some issues you mentioned :)

1. Talking about endgame; yes... it's bad, or it doesn't even exist. At all time making this game I was certain that anyone will last playing max 5 minutes, and won't (as it turned out after releasing it) beat my own highscores :D So I admit, the endgame exists ONLY when you lose, there's nothing else prepared.

2. The 'fishing bank' you mentioned is probably very confusing and especially when your income is eg. -10 fish, many people are confused if they're doing good or not. Getting rid of the fishing bank completely is probably the best idea I haven't thought of, or I thought this will be the highscore?

3. Drag and drop being how it is and pieces spawning on the map not outside - all I can say, is that was my first game jam, and as always I probably have focused more on the game's look :)

Once again big thanks! As you said, I'm probably not going to update it, but your criticism might have given me a better understanding from a player's perspective  :)

(+1)

2. Maybe total fish caught could be a "high score"?

3. Yeah, jam games are inherently going to have issues that are glaring once you have more than a couple days to think about them. Such is the nature of the beast.