Good concept. Nice and simple. I do feel the timer should be counting down rather than up though.
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Each storm redistributes the fish, which is triggered by each resupply, it's supposed to be like advancing a day each time you resupply, though haven't added any visuals to indicate this. The storm chance is supposed to be 5% but my last play tests they've occurred on the first two resupplies. Not sure if I should be seeding by RNG first.
Hi - Thanks for the feedback.
I plan to do a devlog with a roadmap for the game, as it is I just wanted to get something out for the game jam deadline. It's maybe not obvious or really necessary as it stands to head too far, but there are higher concentrations of fish the farther south east you head (generally, the spawn locations are randomised within certain areas of the playmap). It's not necessary to go this far until the you have enough storage to benefit from large fishing hauls.
One thing I'm keen to do is limit the number of upgrades possible on the boat, but then have larger tiers of boats up to fishing trawlers which can pull in large amounts of fish for large sums of cash. I also would like to have a larger map to play on with variety as you mentioned, but without a mechanic to show the way back again I don't want to implement this as yet, perhaps when I put in that, and a way to upgrade travel speed then I will go with that.
I had also considered a timed animation for fishing, and certainly need a sound effect for it, but have instead gone for a resource limitation. I do realise that I have glanced over the purpose of the buoys, they are there to indicate points fished in as well as concentration of fish found.
The music vs waves was a design decision. The music originates in the boathouse and falls off with distance from this, with the intention being to make it feel like you're far from land, partly to hide the fact the soundtrack is not infinitely loopable.