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Curious Fishing
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Devlog
#15: Why development took so long
November 28, 2022
by
RhythmLynx
2
This post was originally written in November 2022 I started making Curious Fishing in October 2016 and finally released it in September 2022, a total of 72 months inclusive, or 6 years. That’s a ver...
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#14: Devlog updates and launch stats
November 28, 2022
by
RhythmLynx
This post was originally written in October 2022 I said I’ll write at least one more devlog about why the game took so long to make. I still want to do that, but first I thought it would be fun to l...
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#13: Release!
November 28, 2022
by
RhythmLynx
This post was originally written in September 2022 Curious Fishing has finally been released! You can play it completely free in your browser! Curious Fishing by RhythmLynx If you could share the game...
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#12: Localizing a low resolution pixel art game
November 28, 2022
by
RhythmLynx
1
This post was originally written in July 2022 Languages This game supports 12 languages: English, French, Italian, Spanish, German, Brazilian Portuguese, Russian, Japanese, Simplified Chinese, Traditi...
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#11: Organization
November 27, 2022
by
RhythmLynx
This post was originally written in August 2020. At the time the game was still called Hook, Line and Thinker The next time I sit down and look at this thing I’ll be critically assessing the todo li...
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#10: Audio tech
November 27, 2022
by
RhythmLynx
This post was originally written in May 2020. At the time the game was still called Hook, Line and Thinker The previous devlog was about 1 audiophile. This devlog is about 23 audio files. At the time...
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#09: Interview with sound designer Andrew Dodds
November 27, 2022
by
RhythmLynx
This post was originally written in May 2020. At the time the game was still called Hook, Line and Thinker I recently read an article called A Swimmer’s View of Abzû by Hannah Nicklin, published in...
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#08: (Work)flow: art
November 27, 2022
by
RhythmLynx
This post was originally written in March 2019. At the time the game was still called Hook, Line and Thinker For the past few months I’ve been working on underwater currents: flowing water that push...
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#07: Design iteration: player movement
November 25, 2022
by
RhythmLynx
This post was originally written in February 2019. At the time the game was still called Hook, Line and Thinker In this game all you do is move and reel back in. Sound simple? Making games is hard. A...
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#06: Undo
November 25, 2022
by
RhythmLynx
This post was originally written in December 2018. At the time the game was still called Hook, Line and Thinker There is a single dedicated button in Hook which required a massive code refactoring and...
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#05: Case anatomy and pixel-perfect rendering
November 25, 2022
by
RhythmLynx
This post was originally written in August 2018. At the time the game was still called Hook, Line and Thinker I have just finished the very long and very painful process of making the game handle any...
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#04: Bootstrapping, menu transitions and level loading
November 24, 2022
by
RhythmLynx
This post was originally written in April 2018. At the time the game was still called Hook, Line and Thinker There are 6 main screens in Hook: the title screen, level select, gameplay, aquarium, setti...
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#03: Tutorial design
November 24, 2022
by
RhythmLynx
This post was originally written in February 2018. At the time the game was still called Hook, Line and Thinker Teaching through play I don’t explain anything to the player, including the controls...
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#02: Gameplay and progression
November 24, 2022
by
RhythmLynx
This post was originally written in January 2018. At the time the game was still called Hook, Line and Thinker One of my design goals with this game is accessibility, which for gameplay means simplici...
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#01: History and Motivations
November 24, 2022
by
RhythmLynx
This post was originally written in January 2018. At the time the game was still called Hook, Line and Thinker History I started making this game on the PICO-8 for Fishing Jam 2 at the end of October...
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