
Don't laugh yet, I'm serious. As a spectator of KPL and LPL all year round, I usually look down on leisure simulators such as "Cat Fishing", but I couldn't stand a bunch of people in the group playing, so I gave it a try. It turns out that this game looks cute at first glance, but actually, after playing it, there is something really good about it.
Let's talk about the most intuitive thing first: the graphics and music are indeed exquisite. The color matching is very comfortable, not the dazzling saturation bombardment, and the animation details of the kitten are also very smart. When you catch a fish, it will squint its eyes and rub against your screen. It is indeed a relaxing tool for casual players. But what I want to say is not this, but that its "gameplay core" can create a tactical sense under certain conditions.
Many casual games are pure probability, but "Cat Fishing" is not. Its fish schools are refreshed regularly. Different time periods, different waters, and even the depth of the landing point of your throwing rod will affect the arrival rate. This is interesting - you have to study the fish guide just like you study the version. What weather corresponds to which fish, what bait attracts what rare goods, all of which need to be memorized. In addition, the operation also includes the judgment of the timing of "pulling the line" and "retracting the pole". The feel and reaction speed directly determine whether you can catch a big fish, especially the rare fish. The hook will be decoupled as soon as the force is too strong, and it will slip away if the force is not enough, which is a great test of on-the-spot judgment.
If the perspective is pulled to the "competition" level, this game can actually be broken into three parts: resource management, information prediction, and execution operations. Resource management is how to allocate the bait and physical strength in your hand, whether to farm ordinary fish first to save gold coins, or to take a gamble and go directly to high-level bait; information prediction is the control of refresh points and time, which is equivalent to reading the map and schedule; execution operation is just a few tenths of a second of lifting the rod at the fingertips. The combination of these three is a simplified version of MOBA rhythm, isn't it? The selection of development routes in the early and mid-term, and the timing of skill release in key team battles in the later stage have just been changed.
Not to mention it has a friend ranking list. Don't underestimate this list. In order to make it to the weekly list, I spent two nights in a row studying which fishing spots have a higher probability of catching goldfish. I even checked the weather system. The energy to look through data and take notes in order to get higher scores is exactly the same as when I was studying Li Xin's secret message gameplay. You say this is not considered competitive potential? I think it counts. It's just that the competition is not about fighting, but about patience, understanding, and who can stay calmer.
Of course, I also know that the nature of this game is still casual. The official does not have any strong confrontation mode, no real-time battles, and no season rankings. But on the other hand, it is precisely because it does not have those fancy mechanisms that it is suitable as a "thinking warm-up". I occasionally play two games before playing in peak matches to train my concentration and touch. You will find that when you get used to accurately controlling the retrieval strength in "Cat Fishing" and go back to play shooter to move A, the muscle memory of "click and stop" can actually have a positive effect.
So my conclusion is: don't underestimate it just because it's cute. This game has natural competitive potential in terms of "process management" and "immediate response". As long as one day the official adds a two-player fishing competition or a limited-time points competition, it will definitely become popular. Now, just practice your skills in advance and enjoy the peace of mind without being disturbed by kill reports. Good. 😌
(By the way, the platform is 5.0, and the developer is Hainan Star Jump Technology. The fee is zero, and there is no pressure to make money. It is suitable for players like us who want to change our mood after losing the game but don't want to let go of winning.)