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Little Koog's Fishin' Hole is a game made in just under 7 days.
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It is a blend of simple fishing minigames, and traditional endless runner gameplay - Fish up a wide cast of 'Little Guys' and send them off into battle, directing them through an endless slew of 'Evil Guys' and attempting to reach a great distance!
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Upgrade your fishing power with each go, increasing the power of your 'Little Guys', the luck of your catches, and your monetary gain - All to go further, upgrade, and go further again!
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Little Koog's Fishin' Hole is currently still being worked on, and a huge update is planned for it - intending for it to be my first big project.
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View some updated screenshots below, or play the game jam build, here!


Catch fish and little guys here!

A nice place to lose all your money

Screenshots And Skills
Little Koog's Fishin' Hole was created solely by me, within the Unity Game Engine, and coded in C# using Visual Studio.​ All sprites were created by me using Aseprite.
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Fishin' Hole was developed in under 7 days within a game jam community, and as such allowed me to develop and improve the following skills:
- Time & Scope Management: Created in under 7 days
- Systems & Coding: Enemy & object spawners and behaviour, fishing & movement controls
- Game Economy Balance: Balancing upgrade prices, scaling, and money gain
- General Pixelart Assets: Quickly creating fitting & quality assets
- Game State Managers: Controlling flow of 3 seperate scenes & carrying over values
- Community & Feedback: Creating socials & interacting with others in game jam
- Bug Fixing & Rapid Polishing: Fixing issues and ensuring quality for final build
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​Little Koog's Fishin' Hole is also planned to be my first released game in an attempt to learn more about markets, the current professional ethos, and to have a shipped product under my name.