Aquaculture Land

Aquaculture Land

View Stats:
Deku  [developer] Aug 9, 2019 @ 5:51am
What’s Next
Hi, guys.

Before we start this thread, please let us once again to thank for all of you who played the game and gave us reviews and feedbacks. That really help us to make the game better.

Anyway, let’s go straight into the topic.

So, while we were developing our new features for the last few weeks and done many game testing, we felt that there are things that lacking in Aquaculture Land. Our vision of the game was we wanted it to be about fish farming management, where the players can feel the joy of nurturing many types of fish and seeing them grow, and then also managing your yields, whether sell it to the market or fulfill your customer order.

One of the things that we feel is lacking was the challenge for nurturing fishes. Even with some new features and changes that we released lately (fishing, breeding, shorter day interval, etc), they didn't change much on how you play your game, and you will still bored at some point. In fact, some of the changes felt like they just make the game run faster, thus the processes finished before the players are bored, but not more challenging.

At first, we planned to just think about it later, because we wanted to focus on releasing new features rather than changing what has been there. Not to mention that the new breeding and fishing feature that we promised back then were actually took a little much longer than what we're expected, so it just didn't feel right to focus on other things first. But the problem was it looks like many people were thinking the same too, based on the fact that there's an increasing number of refunds lately saying the game's core was not good enough, too shallow, or even feel more like an idle game rather than aquafarm management game.

After several team discussion, we concluded that we need to do some redesign first for our core game, especially on the process of nurturing fishes. We didn't plan to just make the game harder, but we also want to keep players challenged and feeling excited even though they have been playing for a long time.

We will do the changes step by step and we will update you about the process. We may also publish the game on the experimental branch occasionally, so you can give feedback on what we've done wrong or right. We will do our best to make sure the game is stable. Please keep supporting us.
< >
Showing 1-15 of 24 comments
CdriX Aug 9, 2019 @ 7:32am 
Great ! :)))
balvaro21 Aug 18, 2019 @ 3:14pm 
Maybe you could expand the number of options that are allowed to be modificated.Like the food of the fish which to could more realistic.Here some ideas:

1.Depending of kind species add specific food for carnivore,herbivorous and omnivorous comodities.
2.Classify the kind of food for his ability to accelerate the growing rate of fishs.Fish keepers know that some vitamins present in the diet of fish have a possitive impact in his development
3.Introduce live fish as a comodity which connect specific fish with certain types of food.I mean you will need to have some stock of live food to raise a comodity.In this topic there some interesting topic like brine shrimp which grow pretty fast;worms like grindal,fish fry like guppys,etc

Another option could be incorporate other parts of acuaculture industry.A way to do this might be add the option to process the comodities.For example like obtain fillet from fishes or pearls from oyster.

Finally I`m not sure if you are going to add saltwater species even when the mayority of this kind of species are raised in sea farms. :)
bangsawankaya  [developer] Aug 18, 2019 @ 5:50pm 
Originally posted by balvaro21:
Maybe you could expand the number of options that are allowed to be modificated.Like the food of the fish which to could more realistic.Here some ideas:

1.Depending of kind species add specific food for carnivore,herbivorous and omnivorous comodities.
2.Classify the kind of food for his ability to accelerate the growing rate of fishs.Fish keepers know that some vitamins present in the diet of fish have a possitive impact in his development
3.Introduce live fish as a comodity which connect specific fish with certain types of food.I mean you will need to have some stock of live food to raise a comodity.In this topic there some interesting topic like brine shrimp which grow pretty fast;worms like grindal,fish fry like guppys,etc

Another option could be incorporate other parts of acuaculture industry.A way to do this might be add the option to process the comodities.For example like obtain fillet from fishes or pearls from oyster.

Finally I`m not sure if you are going to add saltwater species even when the mayority of this kind of species are raised in sea farms. :)

That's interesting. We have the same ideas for the specific food for the type of fish. And I think we can try your idea about live fish as a source for food.

For the idea of processing commodity we will try to find out what freshwater fish can do about it. For this game we constraint the game to only freshwater fish.
cnsean13 Aug 22, 2019 @ 1:06am 
Hello! Just got the game yesterday and I've been playing about 16 hours so far, but only about 9 hours actually at the computer. Level 25 and have made a few million dollars. If that gives you a sense of what the initial experience is like for people.

I actually like and enjoy most of the game, but there are a few things I think could be better.
1. I like that we can butt ponds up next to each other - but at least 1 square pathway needs to exist for the workers to service the ponds.
2. Stored fish remain on the ground occupying a square - if the market isn't right for selling that fish and you just let it sit there, and your pathway between ponds is only 1 square wide, the workers won't service ponds that the stored fish is blocking and then bad things happen. Stored fish going away to some sort of storage facility (whether just an infinite space default storage or a building we have to add ourselves and upgrade) so that the stored fish aren't just laying around on the ground blocking pathways would be fantastic!
3. Sound! Some fish require such deafening quiet to appease them we have to create a pond so big it just eats up map space. Some of the in game tooltips hint at plant life that can help ponds - natural options for pond maintenance would be silent and allow smaller ponds for noise sensitive fish!
4. Adding fish to ponds - I've counted to 8 and 10 to fill ponds more in the last few hours than I think I did in all my years of schooling LOL I single max fill button would be a godsend!
5. Keybinds - I'm one of the weird people who prefer the slouched back use of arrow keys rather than WASD lol
6. Mass clearing of shrubs and trees!
7. Experience gain - at the mid level range of ~25 and orders being the only way to receive experience - receiving orders that offer less than 500-1000 experience almost don't seem worth the time (a 12-15 day span to lvl 4 fish) to even bother with when the experience is low and the payout is significantly less than market value of the fish. So I find myself rejecting more orders than accepting.
8. Workers - they're lazy! I wish I could do 1 thing, take a nap, do 1 thing, take a nap, do 1 thing, take a nap lmao A lot of their stats are too close together, so essentially they are all almost the same and you end up buying them all JUST to stock the pond, feed the fish, store the fish - rinse and repeat.
9. Map size - I'm level 25 and I've already got the whole map cleared of shrubs/trees and I've got the entire ground covered in ponds with just enough space left for pathways. So I'm already maxed on space. This also goes back to the workers - I don't need them for anything other than taking care of the fish which essentially makes the job assignments management pointless.
10. Pond expansion - having to expand by at least 2 instead of 1 leaves it easier to just backfill the hole and start over.
11. Equipment - if we buy something and then have to make changes to the pond - can we just store the equipment rather than sell it for a fraction of the price, just to have to rebuy it again at full price?

Just a few thoughts lol I hope it helps!
bangsawankaya  [developer] Aug 22, 2019 @ 4:46am 
Originally posted by cnsean13:
Hello! Just got the game yesterday and I've been playing about 16 hours so far, but only about 9 hours actually at the computer. Level 25 and have made a few million dollars. If that gives you a sense of what the initial experience is like for people.

I actually like and enjoy most of the game, but there are a few things I think could be better.
1. I like that we can butt ponds up next to each other - but at least 1 square pathway needs to exist for the workers to service the ponds.
2. Stored fish remain on the ground occupying a square - if the market isn't right for selling that fish and you just let it sit there, and your pathway between ponds is only 1 square wide, the workers won't service ponds that the stored fish is blocking and then bad things happen. Stored fish going away to some sort of storage facility (whether just an infinite space default storage or a building we have to add ourselves and upgrade) so that the stored fish aren't just laying around on the ground blocking pathways would be fantastic!
3. Sound! Some fish require such deafening quiet to appease them we have to create a pond so big it just eats up map space. Some of the in game tooltips hint at plant life that can help ponds - natural options for pond maintenance would be silent and allow smaller ponds for noise sensitive fish!
4. Adding fish to ponds - I've counted to 8 and 10 to fill ponds more in the last few hours than I think I did in all my years of schooling LOL I single max fill button would be a godsend!
5. Keybinds - I'm one of the weird people who prefer the slouched back use of arrow keys rather than WASD lol
6. Mass clearing of shrubs and trees!
7. Experience gain - at the mid level range of ~25 and orders being the only way to receive experience - receiving orders that offer less than 500-1000 experience almost don't seem worth the time (a 12-15 day span to lvl 4 fish) to even bother with when the experience is low and the payout is significantly less than market value of the fish. So I find myself rejecting more orders than accepting.
8. Workers - they're lazy! I wish I could do 1 thing, take a nap, do 1 thing, take a nap, do 1 thing, take a nap lmao A lot of their stats are too close together, so essentially they are all almost the same and you end up buying them all JUST to stock the pond, feed the fish, store the fish - rinse and repeat.
9. Map size - I'm level 25 and I've already got the whole map cleared of shrubs/trees and I've got the entire ground covered in ponds with just enough space left for pathways. So I'm already maxed on space. This also goes back to the workers - I don't need them for anything other than taking care of the fish which essentially makes the job assignments management pointless.
10. Pond expansion - having to expand by at least 2 instead of 1 leaves it easier to just backfill the hole and start over.
11. Equipment - if we buy something and then have to make changes to the pond - can we just store the equipment rather than sell it for a fraction of the price, just to have to rebuy it again at full price?

Just a few thoughts lol I hope it helps!

Hi cnsean, thank you very much for your feedback. :steamhappy:

We are on the plan to rework some part that you already mention about and do some balancing in many parts. Please wait for the changes to happen.
DYLAN1 Aug 25, 2019 @ 12:35pm 
Hello,

I am very interested if you ever would add the kuhli loach to the game, especially considering they are native to Indonesia! Keep up the good work, I hope to buy this game one day.
bangsawankaya  [developer] Aug 25, 2019 @ 5:28pm 
Hi Dylan1,
Thank you for your recommendation, we will look up for that fish. Can't promise you it will be in the game or not :)
Abeille Sep 14, 2019 @ 7:18am 
Hello

I bought the game and played a few hours, I like it.
To improve it I think it would be interesting to expand the field and if possible to have the opportunity to fish at sea.
bangsawankaya  [developer] Sep 14, 2019 @ 7:27am 
Hi L'Abeille
Thank you very much for liking our game. For expanding the field, I will try to discuss it first with the team.
But for the opportunity for fishing at sea, we are sorry, right now we can't promise it. Because right now we constraint our game to manage aquaculture on land, maybe we can make that idea to become this game DLC or maybe sequel of the game :)
balvaro21 Sep 15, 2019 @ 8:07pm 
Originally posted by DYLAN1:
Hello,

I am very interested if you ever would add the kuhli loach to the game, especially considering they are native to Indonesia! Keep up the good work, I hope to buy this game one day.

This a really interesting fish even when due to his size it is not a important specie for fish farms.Actually an important part of the species used in industrial aquaculture came from Southeast Asia.
Now if the chracteristics of the specie as food source are not really important there could be many more species.This would make the transition between levels not too boring and easier.
Finally I can`t end the post with some species as a wish list:

-Blue stream goby(Sicyopterus lagocephalus)-ornamental
-Clown loach(Chromobotia macracanthus)--->it is from Indonesia
-Pearl danio(danio margaritatus)-ornamental
-Pencil fish(Nannostomus mortenthaleri)-ornamental
-Mekong giant catfish(Pangasianodon gigas)
-Artic char(Salvelinus alpinus)--->this a kind of trout
-Lake Sturgeon(Acipenser fulvescens)
-Dorado(Salminus brasiliensis)
-Peacock(Cichla ocellaris)
AzzaUK Feb 15, 2020 @ 7:46am 
MOSTY IMPRTANT THINGS NOT TO ADD multiplayer we dont want it VR we dont want it sick of good games being ruined THIGNS TO ADD less lag when ponds grow high more fish more power equipoment more stuff to do
Deku  [developer] Feb 16, 2020 @ 6:13pm 
Hello Azza35

Thank you so much for your feedback and suggestions. We'll make a note for it.
Optimization is one of our concern to make the game keep running smoothly so we will always try to keep the lag at minimum level.
Last edited by Deku; Feb 16, 2020 @ 6:51pm
Jebeddo Mar 28, 2020 @ 6:05am 
Paths would be a nice addition, to play on the aesthetics of the fish farm, but also to "herd" visitors toward the fishing ponds. They tend to wander around and I'm never sure wether the person is a worker or a visitor before clicking on him.

What I would really like would be able to plan actions. For example, in breeding projects, give a series of consigns like "cross this two broods XX times" as long as there are enough research points. Or "breed that kind of fish again in this pond at the end of this batch".

Oh, and parity in the staff ;)
Women too can work in a fish farm.
Last edited by Jebeddo; Mar 28, 2020 @ 7:19am
bangsawankaya  [developer] Mar 28, 2020 @ 8:55am 
Hello Voy,
Thanks for your idea, that's good idea. Let me note it and discuss it with the team.

And thank you for enjoying our game 😊
michaelhoe.hoe Oct 16, 2020 @ 8:32pm 
Can you please introduce more workers? I find that 10 workers isn't enough to keep a large farm up and running. Also work areas would a nice QOL addition. Being able to specify where your workers work would remove the hassle of having to wait for them to arrive at where they're needed.
< >
Showing 1-15 of 24 comments
Per page: 1530 50