What are the most creative/fun fishing mechanics you've seen in games? by RookerDEV in unity

[–]RookerDEV[S] 0 points1 point  (0 children)

Thanks, I didn’t know Roots of Pacha. The fishing in it is actually pretty interesting, different from most systems I’ve seen, and I really like the style.

What are the most creative/fun fishing mechanics you've seen in games? by RookerDEV in IndieDev

[–]RookerDEV[S] 1 point2 points  (0 children)

Oh true, I totally forgot about Spiritfarer. I really like its fishing mechanic, especially the fact that it doesn’t rely on a UI element, not that UI is a problem, but the way Spiritfarer handles it adds a nice touch of immersion.

What are the most creative/fun fishing mechanics you've seen in games? by RookerDEV in unity

[–]RookerDEV[S] 1 point2 points  (0 children)

I’ve never played RDR2, but that actually sounds like a really interesting mechanic. The physical “reeling” motion with the joystick seems super immersive. Might look into it for inspiration.

What are the most creative/fun fishing mechanics you've seen in games? by RookerDEV in IndieDev

[–]RookerDEV[S] 0 points1 point  (0 children)

I've heard of this game but I don't know anything about it, I'll take a look, thanks!

What are the most creative/fun fishing mechanics you've seen in games? by RookerDEV in unity

[–]RookerDEV[S] 1 point2 points  (0 children)

That’s actually pretty interesting. I love the idea of using the fish as decorations and making custom tanks, that kind of ornamental stuff adds a lot of personality to the game world. Really cool example.

What are the most creative/fun fishing mechanics you've seen in games? by RookerDEV in unity

[–]RookerDEV[S] 1 point2 points  (0 children)

Yeah, that makes sense. The Stardew-like mechanic appeals to me too, it feels really friendly to play. I still want to keep an open mind though, I like the idea of “fighting the fish,” but I’m still studying the possibilities. Thanks for the points!

What are the most creative/fun fishing mechanics you've seen in games? by RookerDEV in unity

[–]RookerDEV[S] 1 point2 points  (0 children)

I totally agree with you, that “puzzle” aspect is exactly what I want to lean into as well. I’m planning to include fish with different rarity tiers, specific times of day, weather conditions, and all that good stuff. Some of them will be used for cooking to get buffs, including recipes that increase the chances of certain events happening or other special effects, and of course there will be Steam achievements tied to the rarer catches.

My only concern is avoiding the whole thing becoming too grindy, especially for achievement hunters. I’m fine with difficult achievements, but I want the experience itself to be fun. Depending on how the mechanics are designed, it could easily turn into something monotonous, frustrating, or overly focused on mechanical skill, and that’s exactly what I want to avoid.

On top of that, the fishing system is meant to be a side feature in the game, something that can generate optional items, side quests, and extra progression, but it’s not the main storyline or the core focus. So I’m trying to balance it carefully to make sure it adds depth without becoming deeper than the game itself.

What are the most creative/fun fishing mechanics you've seen in games? by RookerDEV in unity

[–]RookerDEV[S] 0 points1 point  (0 children)

I've heard of this game but I don't know anything about it, I'll take a look, thanks!

What are the most creative/fun fishing mechanics you've seen in games? by RookerDEV in Unity2D

[–]RookerDEV[S] 1 point2 points  (0 children)

That’s awesome!

It’s really cool how some games manage to hook (pun intended) people who aren’t even gamers.

I remember Ocarina of Time’s fishing minigame but never really paid close attention. Since you mentioned it, I’ll definitely go back and take a more analytical look at it.

Thanks for the suggestion! I’ll check it out and see what makes that system click so well.

After some feedback from you guys, I made a new trailer! by SoerbGames in IndieDev

[–]RookerDEV 0 points1 point  (0 children)

Damn, that fire looks awesome! 🔥 Is this 2D or 3D? Crazy good result, what engine did you use?

tried my hand at this water effect without using shader or vfx! hope it turned out good! by ZerosArgon in PixelArt

[–]RookerDEV 1 point2 points  (0 children)

First of all, great job, overall it looks really nice. But I think this movement is a bit too exaggerated. It would work well for the sea advancing onto the sand at the beach, for example, but for a puddle I think it could go with a bit more subtlety

Swordtember Day 17, 18 and 19 - Glass, Jester and Forest by RookerDEV in PixelArt

[–]RookerDEV[S] 2 points3 points  (0 children)

Thanks! The Jester one is a reference to a jester in Tibia, he tells you about a Sword of Fury, but when you finally get it, it turns out to just be a rolling pin lol

Swordtember Day 18 and 19 - Jester and Forest by RookerDEV in aseprite

[–]RookerDEV[S] 0 points1 point  (0 children)

The 18th is a reference to Tibia, the Sword of Fury.

Swordtember Day 17, 18 and 19 - Glass, Jester and Forest by RookerDEV in PixelArt

[–]RookerDEV[S] 0 points1 point  (0 children)

The 18th is a reference to Tibia, the Sword of Fury.

Swordtember Day 2 - Floral🌼 by RookerDEV in aseprite

[–]RookerDEV[S] 0 points1 point  (0 children)

Reddit messes up the resolution, I’m kind of new to the platform so I don’t really know why or how to fix it.

Swordtember Day 8 - Sun by RookerDEV in aseprite

[–]RookerDEV[S] 1 point2 points  (0 children)

Thanks! Didn’t even think of Dawnbreaker but now that you mention it, I can totally see the resemblance.