its really cool how production and collection are split, and that production never gets so high as to out pace collection. it means that if you want to focus on the game you can prioritize optimizing production, and always have something to do. it compliments the relatively short run time.
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This game is so adorable and fun. The concept of a fishing puzzle platformer works great.
I think the probablilyty of catching a fish should be slightly retooled, if i had to guess you have a 1 in 3 chance of catching on the first two nibbles, and a 100% chance on the third. This ends up skewing to so your more likely to catch the fish later, I would recomend making it a 2 in 3 chance on the first two nibbles to make the player expect it more earlier on, and maybe even a 9 in 10 chance on the third just so there can be one last curveball at the end.
Also i might recomend adding slight variations in animation and movement speed to the fish in the water so they can be identified if a player knows what their doing - it could make this an interesting game to speed run. though i wasnt paying close enough attention to see if this existed, and if it doesnt, itd prolly be annoying to add anyway cuz fish are prolly chosen when its reeled in.

