Desert Fishing by nbickford

[raw]
made by nbickford for LD 41 (JAM)

You can only fish in the desert.

dsTitle.jpg

An existential meditation set in the middle of a wide desert, in which you must make important decisions about existence, heatstroke, and fish.

ds1.jpg

WASD to move

Left-Click to fish

ds2.jpg

A survival fishing experience made by Robert Geil, Neil Bickford, Bijan Bryan Eightesady, and Julia Meng for Ludum Dare 41 as part of the UCLA ACM Studio Game Jam.

Sand normal map from Yughues Free Sand Materials by Nobiax/Yughues.

Oasis water effect from Erbu Dogan's Low Poly Water.

Wave distortion by Peter77, modified to create a shimmering effect.

ds5.jpg

Play time: From 1 to 15 minutes, depending on the number of loops you go through before finding an ending.

Ratings

Overall 907th 3.105⭐ 21🧑‍⚖️
Fun 1162th 2.316⭐ 21🧑‍⚖️
Innovation 920th 2.941⭐ 19🧑‍⚖️
Theme 806th 3.289⭐ 21🧑‍⚖️
Audio 23th 4.278⭐ 20🧑‍⚖️
Mood 35th 4.263⭐ 21🧑‍⚖️
Given 28🗳️ 8🗨️

Feedback

vilix64
23. Apr 2018 · 06:47 UTC
Awesome graphics and atmosphere!
jk5000
23. Apr 2018 · 06:48 UTC
The game has an interesting atmosphere, and both the graphics and music is really good. I am not sure what is going on in this game, but it felt interesting.
Mazzletov
23. Apr 2018 · 09:32 UTC
This game feels something like "Journey".
Temsei
23. Apr 2018 · 09:48 UTC
The starting up looked really smooth and felt engaging, and the music fit in the game great. The mechanics and objective of the game however were quite unclear.

Overall, I really liked the feel of it, but felt like I wasn't enough feedback about the state of my character to know what I should be doing. I'm sure it would've been more interesting if the objective of the game was clearer to me.
CapnAT
23. Apr 2018 · 13:55 UTC
Digging it, when in doubt fish it out
🎤 nbickford
24. Apr 2018 · 01:18 UTC
Thanks for all of the kind responses so far!

This is a really weird game (it's a tone piece that's...kind of like an antigame, but also a game in itself?), because we're trying to walk a really fine line between a particular bit of misdirection that we're doing and (hopefully, if we're doing things right) hinting that there actually is a win condition. (There's technically actually 3, by Robert; they're randomly chosen 🙂)

(It's also doubly tricky, because there's a feeling that if we hint that we're being tricky at all, then you'll be able to suss out what you may or may not need to do based on the fact that we're being tricky )

It's one of those games where I'm especially interested to find out how people play it, just to see if we calibrated everything right to point to the possibility that we're hinting towards a different end condition than the one you might think you have...

(Also, shout out to the other developers at [the event we were at](https://itch.io/jam/game-jam-at-ucla-2018) for testing out the 12-hour version of this game!)
mmason
24. Apr 2018 · 03:07 UTC
The game didn't hit high on fun, but I feel it really shines in mood which is much more impressive. Great job!
Matt Fabius
24. Apr 2018 · 04:58 UTC
Awesome game! I'll never think about fishing and existence in the same way again...
Karai17
26. Apr 2018 · 09:11 UTC
I didn't really understand what I was supposed to be doing. Having the game reset every 30 seconds for no apparent reason left me feeling a bit empty. Sorry :(
Ryan Bishop
26. Apr 2018 · 21:11 UTC
First off, i gotta say that menu screen nearly gave me chills. The way the music starts off sounding mysterious and adventurous during the pan up over the sand, and then shifts to being really intense and almost off-putting. It's hard to put it into words, but it felt really special. The lighting and particle effects looked gorgeous and really made me feel like i was alone in this huge barren desert. As for the game play, i feel like it doesn't matter what i say. This is one of those games where your actions, and the consequences or rewards you get from them, are almost like lessons to be interpreted differently from anyones perspective. Although it was confusing at first, i found this game to be profoundly meaningful. Really solid work!
WERT
27. Apr 2018 · 15:26 UTC
I dont quiet know what I do this here. I dont know why sometimes I get and sometimes I dont get anything
Relsqui
30. Apr 2018 · 05:00 UTC
Another vote for "slightly more hinting, please." I suspect I would really like this, but I don't have any idea how to get to a part of the game that would resolve that suspicion.
Tuomo
02. May 2018 · 08:35 UTC
Atmosphere in your game is almost perfect, great intro and gorgeous lighting. Lowpoly models with their flat shading just stick out in a bad way. I’m not fan of combining high-res realistic materials with super simple flat shaded models. Music is really fitting, eerie and intriguing.

Gameplay itself doesn’t give much to player. I managed to get “Dead fish..” and “One fish..” endings, or should they be even called endings as they are more like sudden stops. As is your game feels more like a sketch of an idea than complete piece. In storytelling terms there was a lot of buildup but no payoff. I was expecting more fishing, more that calm, static feel I associate with fishing. Doing a monotone chore to survive over and over again. I assume that my character died because of the heatstroke when I got the “dead fish..” ending. Game itself didn’t communicate that very well.

I have mixed feelings. Mood in your game is nearly perfect, but actual game falls short of expectations set by that.
MacDoom
04. May 2018 · 06:21 UTC
No idea what happened in the game.
The graphics are awesome and the mood was super interesting but it just felt like random tries to get something.
Art direction is awesome but lacks the game feel.
Awesome work anyway! This could led to something!

Come and try my game! https://ldjam.com/events/ludum-dare/41/tactical-hydra