I really enjoyed the art and music, and the story was nice too. I found the gameplay itself very repetitive, but fishing/incremental games aren’t my cup of tea :) Like others, I didn’t realize that fishing was a mini-game until I came here and read some comments. Some sort of message like “Press A to catch fish!” would fix that up. Well done overall, this played nicely on my emulator handheld.
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Fishy Ring's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameboy Soul | #1 | 4.833 | 4.833 |
| Overall | #5 | 4.083 | 4.083 |
| Secondary Theme Interpretation | #7 | 4.250 | 4.250 |
| Quirkiness | #17 | 3.944 | 3.944 |
| Graphics | #21 | 4.361 | 4.361 |
| Soundtrack/SFX | #34 | 3.750 | 3.750 |
| Gameplay | #48 | 3.361 | 3.361 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game meet GBJam's theme?
It is a fishing game where we can choose to loose luck to accelerate the gameplay!
And we rely heavily on luck to get to our objective!
Luck is a key component of the gameplay, and can be manipulated by many sources!
Comments
Cool aesthetic and use of the theme. Not sure if I'm brain dead though, but I seem to have 0% luck and couldn't get a single thing throughout the game. I see that this will run on a gbc, so might have to try on that for better luck ;p
Hi, thanks for your time!
It might be possible that you have the same issues other had xD
The fishing minigame is reflex based, you have to wait on the fishing screen for a signal to catch something! Players tend to press A right away, which leads to catching nothing :((
If not, well it's worrying cause that would be a huge bug xDD
Fun game, cute story! Liked the graphics and sound and it had a good GameBoy feel. The tutorial/intro could use a little more clarity, since it wasn't immediately clear when the shop and other things were open and how the game was meant to be played.
The first time we played it, we put the odds of fishing at 1% (to potentially hit it sooner). What we did not realize was that fishing was a minigame! I thought it was just a cutscene, and was sad to never hit it in the 96 tries. Then in town, we learned there was a shop and recycling... but we never got any trash.
We then did a new run, actually catching and selling trash. We bought 3 clovers (extra luck) and figured it would be okay to give some away... and doing to completely removed the benefit of a clover and (seemingly) brought it back down to 10%. At the dock it's clear it still applies but the fish did not say so. It DOES seem to have removed the extra luck the mirror gave though, which combined made it pretty demotivating.
This game is awesome because it seems like a simple little game but the characters reveal a surprising depth and backstory as you talk to them. Wanting to learn more about the characters and the story that came before the game was enough to motivate me to keep playing, even though I found fishing (especially the multiple lines of text to click through every time) pretty tedious. The GB style pixel art and wonderful character art were great too! If you ever streamline the fishing experience I'll definitely play more and see other endings!
Absolutely love the graphics, the music and the overall mood of the game.
The gameplay was nice, though I would have liked some kind of mini-game while fishing, to keep things fresh.
Still, this was a very enjoyable game, well done!
It's an interesting take on the theme to let the player explore their options and decide how they'd like to use what little agency they have in their fate.
I do think that it could use a little quality of life tweaks to help the gameplay feel less slow and drawn out: reducing the walk distance to the fish, reducing the number of times I need to press a button to get through text prompts, and/or putting the timing somewhere on the screen at all times so that you don't need to keep reminding the player whenever they do anything.
I also almost completely missed the entire shopping experience because I thought I would just need to stick it out on the dock or going back to the fish so a push for players to go into the shop and at least look in there would be helpful to make sure players realize their options.
Overall quite nostalgic and a nice entry!
Love the graphics and multiple endings! Really reminds me of the old Pokémon games. My only complaints are that I wish there were more sfx, specifically one to act as an audio cue for when you catch something, and that the fishing game gets a little repetitive after a while.
Nice theme interpretation, I like the direct choice you give the player. The quality in general is very high, with beautiful graphics and music, and it definitely gives a game boy feel. The only complain I have is that the fishing itself can be a bit tedious. I got ending A while I was starting to save money and buy the knockoff
A simple, yet effective approach to this type of game. I really like that there are so many different ways to accomplish the goal and manipulate your odds. Using the setpiece of a lost wedding ring to piece together a more complex history makes for a solid storytelling approach.
I think that the gameplay did the job on the most part. The loop of selling items to buy different upgrades is great, and the fishing minigame definitely does the job. Though I will say that grinding out 100 fishing minigames, as well as the text between each instance (which gets longer if you buy the mirror) did test my patience a bit.
Yeah... The fishing minigame is by far the weakest part, which is... Not ideal, given it's what we do the most xD
We had ideas to make it better, but oh well, the end result makes fo, let's say, a 'relaxing experience where we have to sit down and realize time passes by and we can't do anything about it'
But still, thanks for your feedback, glad you enjoyed the game :D
I do think it works fine on the most part. I wouldn't even necessarily say the fishing is weak, it can just get a little grindy in a few circumstances (and in fairness, that's mostly just if you're looking to run the clock). In the cases where you're breaking away from fishing every 5 or 10 instances to hit the shop, the pacing works fine in my opinion.
Extremely slow and I feel bad for my poor controller on this one (I almost made a macro to do the game lmao)
Otherwise really enjoyed the concept!
I inexplicably got the fish on the first 20th hour, even after halving my clover 1 luck with the cursed mirror. Well, I won't look a gift fish in the mouth! I'm definitely coming back to get the other endings later.
That was really cool! It took me a couple of tries to realize the fishing game was timing-based, but I enjoyed myself after getting the hang of it. The story is cute, but with a bittersweet fairytale edge below the surface. The characters are exceedingly charming, and, from what I've pieced together so far, have a lot on their minds.
This is one of the more intriguing applications of "luck trading" I've seen so far. I like that the deal seems to have broader narrative implications beyond mere mechanical ones, and I enjoy how it's more of a slow dread instead of an instant clarification.
Fantastic! Great work!
I got ending B!
I'll be honest, I kind of had to force myself to keep fishing. I was able to power through it, but it was rough. (but don't worry, people say the same thing about the spawn rates in my game!). Maybe add an option to 'sleep' and skip a few hours, or a slightly longer fish time equals more time passes?
Overall I like the idea, and the story was nice. Was this a sequel? It felt like we started in the middle of a story instead of the beginning.
YAY! Good job!
Yeah, the passage of time can be really long if you just want time to pass :/ I agree that a way to skip time would be interesting :D
And no, this wasn't a sequel! We just thought it would be interesting for a short story format to be the calm epilogue of a bigger story :D But it's true that it should be clearer!
Thanks!

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