Progression through Sip Fisher is measured in two ways. The number of upgrades you have purchased at the shop. And the amount of water that you have drained in the lake.
My main goal with progression throughout the game was that players would build out and expand their dock encountering new and more difficult fish. Players would then purchase upgrades to make the once difficult fish now easier encouraging them to expand more and find new harder but more valuable fish.
Initially all of the fish spawning zones where laid out horizontally which ended up with different testing getting wildly different experiences while playing the game. To correct this I shifted the spawning zones to form a diagonal pattern forcing players to sip up a guaranteed amount of water before progressing to more difficult fish.
Fish Spawning Boxes
Originally the goal was to make it so that as you progressed it became easier and easier to do you main action and get a larger reward. But upon testing it seemed clear that more depth and complexity of the fishing in order to keep the game fresh was more valuable. This is where the last 3 upgrades come into play.
SpeedUp the first of these upgrades is actually the most complex introducing a new button to sipping and allowing the player to press spacebar to speed up their Sipping Region that can stun and stagger fish.
SpeedUp is also one of the major areas that I would look to for improvement if I returned to this project. I think it fulfilled a good purpose but there is a lot about it that I wish I could have improved.
The fact that it introduces a new button part of the way through your play through and that never happens again is a little odd.
Additionally it could have had UI to support it showing that you had it as an ability and when its activated.
The Zones upgrade added an additional Sipping Region to the players bar. Allowing them to stun extra fish as well as do extra Stagger Damage to the same fish. This upgrade was the biggest success with testers out of these 3. It works really well because the benefits are almost automatic the player doesn't need to doing anything extra for it to exist but it gives players more ways to express their skill within the fishing.
The Stagger Upgrade increases your stagger damage when clicking with your stamina completely refilled. Upon revisiting all I would really want to do is dial up its UX more. I think that it provides a nice passive buff to players who want to play casually and for players who care about optimizing it creates a good dynamic where now patience is rewarded. Patience is especially rewarded in regards to SpeedUp I found that there is a much more intricate dynamic with when you want to speed up when you have the stagger upgrade.
Upgrades that expand complexity
The starting place for the whole economy was research done about other incremental games in order to try to find a nice starting place for the curve and progression that they have. The Economy is almost completely tied to progression through the game save for some of the consumables that the player can buy mostly for cheap. So because of this most work done for the economy was done with the progression in mind.
The goal was to first tie areas of fish to a certain level of progression a player might be at. Then figure out how many fish and how much they need to sell for so that the player can get the next upgrade as then enter the next zone.
However this obtaining this goal is not possible for all players as skill level and understanding of the game can shake up this experience radically. To help align players that found themselves behind the progression we hid treasure chests around the map to give player huge bonuses in money. This also helped us encourage exploration in the game.
All shop items you can spend money on
Treasure chest rewards
Structure and Order:
While I knew everything that I was going to be working on throughout this project I wish that I had better laid out a plan for myself in the early stages for everything that I was working on so that I could better understand the status of all of the systems throughout development. I ended up moving free form from system to system what I was working on each day which inst a problem but it would be nice to know a status of what the mechanics are looking like what the progression and economy are looking like.
Play testing and Long Games
If my next project is a game that is valuable for a play test to last hours I will certainly be looking into as many measures as possible to make it more of a convenience. The early game of Sip Fisher went through so much more iteration because of how much easily accessible play test data could be create around it. Even when the demo released I could watch people play the early game on Twitch or YouTube to get feedback. But the parts of the game that you have to play for at least 2-3 hours to reach had way less iteration because there was just not as many tests that we ran there.
In any future project I'm in I am certainly going to advocate for measures to insure that we are play testing our mid and end games properly.