I’m nearing the completion of my upcoming game, Catch & Steal a Fish!, and I’m looking for some honest feedback from the community before I push for a full release.
Game Concept: At its core, it’s a fishing simulator loop (Buy rod → Catch fish → Sell for money → Upgrade). However, the primary twist is PvP functionality: players can actively try to steal fish from others while they are reeling them in.
Current State: The game is in a late Beta stage. The core loop and stealing mechanics are fully functional.
What I specifically need feedback on: I am looking for constructive criticism on the following areas:
The PvP “Stealing” Mechanic Balancing: Does it feel too easy or too hard to steal? Is it frustrating for the victim, or does it feel like fair counter-play?
The Core Loop: Does the progression of earning money and upgrading rods feel satisfying, or is it too grindy right now?
User Interface (UI): Is the shop and inventory intuitive to navigate?
Exploits: If you manage to break the game or find a way to farm money/fish unfairly, please let me know via DM.
Hello, I just checked out your game and its not too bad however there is lots of room for improvement! First off I would consider for catching and casting you should be able to click anywhere on the screen since most players will find it annoying to just click one specific button. Second off make it so players can move while fishing since currently the slightest movement causes you to stop and for mobile players this will make many of them leave early on. Last but not least add an interactive tutorial because I was rather confused on how to play to begin with and I’m sure younger players will have no clue what they are doing! This game has potential I believe in you.
To be blunt the thumbnail is really bad, if you were to change the fish on it, it could turn out better. Also the game play is good but the catch button should move around to make the game a little harder. Finally instead of letting players walk across the water make a swimming animation like ficsh. But other than that try to make you game more entertaining and add more rods.
Hi, there is already a “steal a fish” game. I am afraid your twist may not be enough to entice players to come to you instead of that “main” game. Also, “steal a [insert an object/subject]” games are overused, players may be very tired of them (tried a lot of similar mechanics thousands of times - it becomes not that fun over time), mainly staying in a few most popular ones.
Create funnels, test your game out through sponsorships, and see what fits and works for your target audience. I think that’s the best feedback you’ll get. Our opinions do not compare to thousands that play your game. Why do you think there is never a game with 100% like ratio?
Trends are never late, if the game is genuinely fun and cool. This is one of the hugest myths ever. The core loop matters: fun core loop, trend doesn’t matter at that point.
Thumbnail is fine because it seems eye-catching. He can test the thumbnail and see the Qualified PlayThrough Rate through many players. That is a better indication whether it’s good or not.
I think you are wrong, most time the popular games rose from the ashes building the trends like “Grow a Garden” “Steal a Brainrot” “The Forge” “Volleyball Legends” didn’t have the support of trends. Just saying
Originality is usually better but that doesn’t mean that trendy games will fail. I still see once in a while popular RNG games despite it being old trend.
There are also completely many original games who failed. I’d argue original games are more likely to fail than games that follow a trend. But as a result, original games blow up and do better.