Postmortem
Fishing For Collectors was an experience that showed how I enjoy creating mechanic’s and seeing their interactions with players and other mechanic’s. As shown with how the fishing mechanic, while simple, is still able to pull players in due to how easy it is to pick up and understand. While also due to the fact that the movement of the bobber, fish, and grip meter all keep the player interested in what’s going on. Which results in a little bit of dopamine when the reward comes at a full bar. Pulling in players to try and get more fish and see all the different ones they can find. And when the other two mechanics come into play they drive the player to want to play some more. The fish book shows the player their progress, and the different bobbers keep the game of fish catching interesting with variety. Showcasing that as a designer I want to design mechanics that drive the player to enjoy the core loop more through other mechanics that enhance the experience.
This process of designing and creating those mechanics taught me that I enjoy designing mechanics, seeing how they work and the ways players interact with them. As well, the process of designing around a solid foundational mechanic/concept makes designing less stressful for me. Due to having that foundation as a reference to build everything else around it from other mechanics to the game world itself. Just simplifies the stress of creating other mechanics, and if that foundation is solid and provides a good experience. Then everything else around it just enhances that experience.
The part of my game that I am particularly proud of is that everything just works and while simple still is a solid game. The way that every part flows together from catching a fish, then testing out different bobbers, and finally seeing one’s collection. Is simply amazing to me that I managed to get it all working with the help of assorting tutorials. Though I was unable to add more types of fish, and more complex bobbers that affect more than just speed and score. Which is something that I knew would be a challenge to accomplish and was unable to add.
But the largest regret I have for the game is not adding any sort of sound whatsoever. I feel like just adding some simple ocean sounds in the background would have added some spice to my game. Being a reminder that for next time I should learn how to use sound within the game engine.
As while I am happy that everything works I do feel like sound effects and background noise/music would add to the core experience. For example, adding a ding to when a fish is caught would add more to the feeling of a reward to when a fish is caught, and a ‘failure’ noise to when the player loses a fish to encourage not failing. Then with some background noise the in-between of each fish caught would feel smoother and add to that relaxing feeling I want. Overall, the creation of Fishing For Collectors has taught me that the creation of mechanics and their interactions is what I enjoy about game design, and that I am able to create some interesting interactions and mechanics. Though I was unable to add everything I wanted into the game, I am still happy that I have a working game that runs with minimal issues.
Get Fishing For Collectors
Fishing For Collectors
Player collects different types of fish.
More posts
- Final Build16 days ago
- Beta Build Log31 days ago
- Alpha Build Log45 days ago
- Creation of the Protype59 days ago