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dropFishing's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Did you have fun playing the game? | #15 | 3.182 | 3.182 |
| How original is the game? | #25 | 3.000 | 3.000 |
| Is it nice to look at? | #51 | 2.545 | 2.545 |
| How good is the theme incorporated? | #66 | 1.909 | 1.909 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How is the theme implemented?
you can only move vertically because you're too lazy to move horizontally
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Comments
This is an interesting one. More clarity on how you actually catch the fish would have been great. Especially since you can press R to return. Does the return mean you leave with the fish or does it mean you let the fish go? I think the HP for your hook also adds to this confusion. If your hook takes damage as you are catching a fish that would seem to indicate that you don't want to hit any fish. Something like ridiculous fishing fixes this by making you return immediately upon hitting any fish, so you want to avoid small value ones but its also clear how you get fish on the hook. Making things more discernible also would have helped. Instead of calling it HP, something like "line strength" or "line integrity" would have made it more clear as to why it goes down as you are pulling the fish up. Same with the catching of the fish. If you aren't supposed to hit the fish except on the mouth when catching it, something to make that more clear would have been great. Same with when the fish leave the hook. Its hard to know why that happens. I think if you fixed those the game would have been more enjoyable. But good job nonetheless.
i fear i may have ignored the saying, "developers will always know more about their game than its players."
semantics isn't quite my strong suit, but i'll try to work on using more clear phrasing. i don't really see how someone would assume they're not supposed to catch fish, when there's not really anything else to do. maybe they'd assume the game doesn't work? that'd be a bummer.
in the future, i'd also like to do more with telegraphing. sometimes, it can feel like a minor visual flair, but it is deeply important to a game being understandable. i do have some ideas for that.
Well what I mean with "someone not knowing if they are supposed to catch the fish" is that the first time they knock into one, they lose "hp" which generally in games is something you never want to do. Hence why it was unclear to me when I first played it. But don't worry the game does work! Communicating things to the player is just tougher than it seems haha.
great game, i've been playing for 15 minutes and it didn't become boring!
I really like how you implemented the theme, also loved the little shop!!