Description
Fisherman in Town is a word based simulation game in pixel art. It simulates the lifestyle of a fisherman that tries to live a city life.
The fisherman has energy level, happiness, satiety and sleepiness. To maintain these, the fisherman needs to eat, sleep, and do extracurricular activities. Of course, they are not free for him, so he needs to work.
The major source of income is fish selling. Fishes can be obtained from different fishing skills. Fishes have different qualities, and can be sold for different prices. There are different fishing methods provided to obtain fish. Each method has a proficiency level that increases as the player plays, and the catching chances and fish quality will increase accordingly.
Once the fisherman is rich enough to buy a boat, he can hire other fisherman to work for him. At this stage, the fisherman is like a small patron. This method also requires bait.
If the fisherman eventually becomes a tycoon, he can purchase a fish farm and breed the fishes. Farming consumes bait proportional to the amount of fish owned.
Different equipment are provided to the fisherman. Each equipment has a specialty. The fisherman does not have any equipment at the beginning, he needs to purchase them using money earned from fish selling. So at the beginning, they can only do hand fishing.
Different equipment have different upgrade levels. Once upgraded, some new abilities will be activated. The player will not know about the ability before making an equipment upgrade.
Initially, the fisherman lives in a tent. It decreases happiness from day to day.
Then the fisherman can upgrade to a house. And new benefit will be provided as he upgrades.
While working or doing activities, the fisherman's energy level, satiety, sleepiness, and happiness will change. Once these stats are low or reach 0, the fisherman's health will be affected. And once fisherman's health is low or reaches 0, the fisherman might have some health problems or die (an excuse will be provided based on his lifestyle in both cases).
To reduce sleepiness, the fisherman can sleep. He will gain energy and reduce sleepiness. The amount of energy gained will depend on the house you are sleeping in.
To gain energy, the fisherman can sleep, eat or drink. Different food will provide different amount of energy.
To gain satiety, the fisherman needs to eat.
Activity and stories.
Using money earned from fish selling, you can go to a bar, find some random things to do in the town, see a doctor or invest in small businesses.
Game time is shown in the right upper corner. Initially, your phone's actual time is used. For each fishing skill, there is a duration. Once the player chose to do an activity, a completion time will be shown. To advance game time, the player needs to click on the "Next Hour" button or activate the auto timer in settings.