Craft your dream fishing experience in this engaging tycoon idler. Stock your pond with rare fish, build and upgrade your shop, attract eager customers, and manage your business to become a legendary fishing haven.
Tonight's update is a little smaller than the last but brings some new features to improve your experience.
[h3]"Fill Pond" Button[/h3]
There is now a button at the bottom of the [b]Stocking Menu[/b] labeled "Fill Pond" that will allow you quickly fill the pond with any fish that have been toggled to [b]Auto-Stock.[/b] It won't open the pond once the stocking has finished, since that could cause inconvenience if you wanted to upgrade, but otherwise behaves like standard Auto-Stocking.
[h3]Preparation Menu Bell[/h3]
When the game is in "manual" mode (when Auto-Stocking is disabled) and the day has ended, a small bell will chime. This signals that it's time to manage the pond, should the game be running in the background.
[h3]Discord[/h3]
You can now join the new Discord server for the game should you want to participate a bit more in the development of the game.
It's mostly for gameplay suggestions and bugs, but there is also a topic where we can discuss potential end-game mechanics to help extend the game once you've maxed everything out.
[url=https://discord.gg/dngFsEZ4] Pocket Idler: Fishing Pond Discord [/url]
[h3]Bug Fixes:[/h3]
I was able to fix an issue with the [b]Stocking Menu[/b] that would cause fish to immediately appear in the pond when the scroll had the desired fish's card below the menu when auto-stocking instead of dropping down. The menu will now automatically move around to ensure the cards are visible before dropping.
[h3]Going Forward[/h3]
I still have a few more mechanics to cover on my to-do list, but first I want to spend a little more time testing the game to 100% ensure that the new changes are working. Everything certainly appears fine, but I like to triple-check, and get feedback at the same time.
Up next will be the ability to toggle muting when the game is minimized, true resizing of the window, and a minigame.
Once this is all in, and the game feels solid, then [b]End-Game[/b] content will be explored to extend gameplay.