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BigBonk Studio on Fishing Inc: 'The Most Important Thing Was to Keep It Simple'

The interview offers a direct look at how a tiny indie studio balanced a simple core design with post-launch complexity additions to address player criticism.

Reporting from 1 source: Game Spark.

BigBonk Studio on Fishing Inc: 'The Most Important Thing Was to Keep It Simple'

In a developer interview published by Game Spark, BigBonk Studio, a two-person team, discusses their debut idle fishing game Fishing Inc, released April 15 for PC and Mac. The studio explains their design philosophy of simplicity and polish, the addition of a Roguelike Mode in response to feedback that the game lacked depth, and the memorable moment when content creators covered the game.

BigBonk Studio, a two-person team, released Fishing Inc on April 15 for PC and Mac. In an interview with Game Spark, the developer said the guiding principle was to keep the game simple while polishing every element for a comfortable feel. The studio cited Stardew Valley and Animal Crossing as influences for the cozy atmosphere, and classic idle games Digseum and NodeBuster for the gameplay loop.

The most significant post-launch addition is a Roguelike Mode, added after players said the base game was too simple and lacked depth. The studio said this mode increased replayability and gave the game a distinct identity. The interview also noted that content creator coverage, including by Idle cub and Blitz, brought a wave of new players and positive feedback.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

Sources