Extreme Fly-Fishing
Game Genre: Endless Runner
Development Span: Two months
Personal Role: Designer
Platform: Mobile/PC
In Extreme Fly-Fishing, the player takes the role of Al, a down-on-his-luck fisherman who decides to leave the ocean behind to embark on a grand journey through the heavens! Using his fishing rod, Al hooks onto airborne objects such as birds, flying fish, satellites, stars, space whales, and more…
Our goal for Extreme Fly-Fishing was to create a mobile game with endless continuous play. We eventually conceived of a kind of endless runner, where the character uses a fishing rod to fish for objects in the sky rather than the sea.
Overview
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Main Mechanic

The fishing rod mechanic features simple tap and swipe controls, but takes skill to use effectively. Tapping onscreen causes the lure to cast to that point. If the lure collides with an object, Al will reel in and pull himself up to it. From here, the player must swipe downwards to throw the object down while flinging themselves up. By continuing this process, the player is able to climb higher and higher into the sky, eventually progressing through space and other dimensions.
The first iteration of the fishing rod mechanic was interesting, but overcomplicated. Casting was done in the same way as it is now but reeling was manual rather than automatic. In the prototype, we had a reel icon in the corner of the screen that the player had to tap and hold after hooking onto an object in order to pull up towards it, then release to unhook. While this sounded good on paper, it quickly became clear that this element of the system was clunky and unnecessary, so we reworked it in a way that was better suited to the mobile platform. Reeling was made automatic, and unhooking was made into a fling controlled by swiping the screen, making the mechanic feel much more intuitive.
Scoring
To make the game even more exciting and addictive, we added a point system that rewards stylish risk-taking. Points are awarded for every object hooked, with bonus points for hooking onto distant objects, hooking onto objects while reeling in, and hooking onto objects while offscreen. The point values of these trick shots increase depending on the level, further rewarding players who manage to go far in the game.
To add more depth to this system, we introduced score multipliers. Random objects are spawned as multiplier objects, which are represented by either a green or red glow. Hooking onto green-glowing objects will increase the multiplier, while hooking onto red-glowing objects will decrease it. This mechanic gives more strategic choice to the player, and encourages more high-risk-high-reward gameplay in order to maximize a player’s score, raising the skill-ceiling of the game and making it even more exciting.
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Designer: Jak Tiano
Programmer: Alex Beauchesne
Artists: Mike Medina, Tim Yasi, Cait Coon
Audio: Will Saxe