Played 11 nights across two seasons with a script, not hands - saying that up front, a bot's clicks aren't a player's clicks.
The number I didn't expect: every night landed exactly 90 fish. Not 89, not 91 - eleven nights in a row, both runs. That's the hold (HOLD 0/90), so from night 1 the ceiling is the boat, not the fishing. At 90 a night, 40 nights is 3,600 against a 10,000 quota. 36%. The season is already lost unless you buy deeper holds and the second boat early.
Which is the game, I get it - that's the hook of an incremental. What I couldn't find anywhere on screen is a pace marker. The SEASON CATCH bar fills, but at night 7 nothing told me I was two thirds short of where I needed to be. "At this pace: 3,600 / 10,000" next to the bar, or just the per-night rate you need (250), would turn that bar from a score into a decision.
Two things I can back up on the good side: the dawn market card reads in one look (90 fresh @1.20, net +75, fuel 55, flares 6 - everything in one place), and the new moon really does force you to fish blind under your own torch. That is a hard thing to get right and you got it.
Ran at 960x540 in software rendering, no stutter, no console errors across all 11 nights.
Thanks for playing it this carefully, and for saying up front that it was a script. The pace point is fair. The SEASON CATCH bar shows what you have, not whether you are on track, and by night 7 that is the number that matters. A line beside it with the projected total at this pace, or the catch per night still needed, is a good fix, and we have logged it for the next build. Good to hear the dawn card reads in one look and that the new moon plays the way it should.
Interesting game; I enjoyed it! At first, I didn't realize I could navigate the boat—hahaha! It would be good to include a tutorial later on, so the user knows they can click on the water to go after the fish.
Thanks for playing, and for saying so. You're right that moving the boats isn't obvious. Tapping a boat and then tapping the sea to row it toward a shoal is the core move, and nothing on the first night tells you that. We've logged it as a first night hint for the next build. Glad you enjoyed the nights on the water.
that was fun! Not sure if it was intended for the fish to lose interest mid-way but it was fun nonetheless (still annoying though. the upgrades I feel like are a bit too expensive early on, it was tough trying to save up and buying them. also the controls, it was hard to control which ship I want to go where. if I use keyboard then I often mistype the number boat I want and if I use mouse I accidentally use flare because I double click them by mistake, trying to move them a tiny bit.
Thanks for playing and for writing this up. The fish losing interest is on purpose: a shoal held under one light too long grows used to it and sinks away, and a flare makes a risen shoal leap before it tires. The game only says so in a short message, so it is fair that it felt like a bug.
The double click on a boat firing a flare while you nudge it is a real control problem. That goes on the fix list with the early upgrade prices and the number keys.
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Played 11 nights across two seasons with a script, not hands - saying that up front, a bot's clicks aren't a player's clicks.
The number I didn't expect: every night landed exactly 90 fish. Not 89, not 91 - eleven nights in a row, both runs. That's the hold (HOLD 0/90), so from night 1 the ceiling is the boat, not the fishing. At 90 a night, 40 nights is 3,600 against a 10,000 quota. 36%. The season is already lost unless you buy deeper holds and the second boat early.
Which is the game, I get it - that's the hook of an incremental. What I couldn't find anywhere on screen is a pace marker. The SEASON CATCH bar fills, but at night 7 nothing told me I was two thirds short of where I needed to be. "At this pace: 3,600 / 10,000" next to the bar, or just the per-night rate you need (250), would turn that bar from a score into a decision.
Two things I can back up on the good side: the dawn market card reads in one look (90 fresh @1.20, net +75, fuel 55, flares 6 - everything in one place), and the new moon really does force you to fish blind under your own torch. That is a hard thing to get right and you got it.
Ran at 960x540 in software rendering, no stutter, no console errors across all 11 nights.
Thanks for playing it this carefully, and for saying up front that it was a script. The pace point is fair. The SEASON CATCH bar shows what you have, not whether you are on track, and by night 7 that is the number that matters. A line beside it with the projected total at this pace, or the catch per night still needed, is a good fix, and we have logged it for the next build. Good to hear the dawn card reads in one look and that the new moon plays the way it should.
Interesting game; I enjoyed it! At first, I didn't realize I could navigate the boat—hahaha! It would be good to include a tutorial later on, so the user knows they can click on the water to go after the fish.
Thanks for playing, and for saying so. You're right that moving the boats isn't obvious. Tapping a boat and then tapping the sea to row it toward a shoal is the core move, and nothing on the first night tells you that. We've logged it as a first night hint for the next build. Glad you enjoyed the nights on the water.
that was fun! Not sure if it was intended for the fish to lose interest mid-way but it was fun nonetheless (still annoying though. the upgrades I feel like are a bit too expensive early on, it was tough trying to save up and buying them. also the controls, it was hard to control which ship I want to go where. if I use keyboard then I often mistype the number boat I want and if I use mouse I accidentally use flare because I double click them by mistake, trying to move them a tiny bit.
Thanks for playing and for writing this up. The fish losing interest is on purpose: a shoal held under one light too long grows used to it and sinks away, and a flare makes a risen shoal leap before it tires. The game only says so in a short message, so it is fair that it felt like a bug.
The double click on a boat firing a flare while you nudge it is a real control problem. That goes on the fix list with the early upgrade prices and the number keys.