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๊ฐœ๋ฐœ๋…ธํŠธ

๊ฐœ๋ฐœ๋…ธํŠธ

Developer A's Journal 8

hit10 2026-09-08

This time, we really had to make up our minds.

Difficulty was part of the problem, but there was something we needed to resolve first. The minigame we'd designed to be easy to enjoy was coming across to players as merely simplistic and childish.

The original plan had sounded convincing.

โ€œAn online game should eventually become part of everyday life. Even the most spectacular combat turns into a chore if you repeat it every day, doesn't it? Simple controls. Low pressure. A game people can enjoy for a long time.โ€

So we made it simple.

The problem was that, before players could discover a game that was easy to enjoy every day, their first impression was, โ€œIs that it?โ€ And they left.

We'd been thinking about why they would come back every day, but hadn't even given them a reason to come back tomorrow.

In the end, we played the card we'd hoped to keep in our hand.

We would add the combat system from the earlier game that had served as the foundation for Fishing Online.

โ€œRight. We already know people enjoyed that system. Let's settle on a clear direction this time.โ€

Day 1

โ€œIf we're adding it, let's keep it as close to the original as possible. Don't spoil that old-school feel with convenience features. A little inconvenience is part of the nostalgia.โ€

Day 30

โ€œForget nostalgia. The complaints are getting out of hand. Let's make it easier for now. It's a game people play every day. It shouldn't feel like a burden.โ€

Day 50

โ€œThey say it's become so simple they can't tell why we added it? Should we just take it out?โ€

Day 80

โ€œNow people think it's too easy. Should we make it harder?โ€

Pick a laneโ€ฆ