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First of all, I had never played Fishing Girl prior to developing Cat Goes Fishing.
However, Fishing Girl and Cat Goes Fishing do both use the same core mechanic (and some of the same art) posted by one of my idols--Daniel Cook--to his blog as a prototyping challenge[www.lostgarden.com] back in 2008.
That's how this game began.
Since then, we've completely overhauled the game visually and massively increased the number of fish. We added boats, rod upgrades, a basic lighting system, line tension, a day-night cycle, improved pathing, model-based reflex agent AI, swarm AI, and a slew of other features.
All of that makes Cat Goes Fishing sound like an improved version of Fishing Girl, but that doesn't quite hit the mark either.
If you're familiar with the MDA framework (a tool for discussing game design), I can be more specific. The core aesthetics of the games are different. Fishing girl evokes mainly the "challenge" or "abnegation" (i.e., just killing time) aesthetics. These are certainly present in Cat Goes Fishing, however we focused heavily on evoking a sense of "discovery", and I think we succeeded.
In short, Cat Goes Fishing feels completely different. Other than a few sprites and a common design ancestor, they don't really have much in common.
But obviously I'm biased.
Maybe someone else who has played both games could weigh in on this?