Deep Catch
Posted June 3, 2026. Updated June 3, 2026. Played 1172 times for a total of 541 hours.
description
In Deep Catch you take control over a submarine tasked with exploring the sea depths, it is equipped with auto catching so all you have to do is to keep your submarine in range until auto catcher takes aim. But beware of a hostile wildlife and other obstacles that can end your expedition prematurely













newest comments
Resource gain are too slow relative to the upgrades. In general, you should aim for 1 new upgrade per 1-1.5 run, 2 at worst. Before getting fish value upgrade this usually goes up to 3-4.
Some elements are not well integrated to the game at all. Why are sharks necessary when a few health upgrades make you able to face tank them throughout the whole run? Why are mines even there? At least you can make mines destroy sharks/fish or something?
Upgrades need more details on the actual parameters. Vague statements like "Multiply value of fish" is not helpful on deciding whether an upgrade is worth it. (Speaking of this: This node is actually "make fish worth more on each upgrade node". This is extremely unintuitive and convoluted, and nobody has done it in the past for this reason. Please just make it "fish value multiplier per fish resource".)
Also, sending red fish into mines is the most fun part, but unrewarded
still fun though.
add more. instead of upgrading the amount of fish, you should upgrade the level (different pond with a slightly different look, slightly more valuable fish, different music) <- all easily vibecoded in two seconds. that would also remove the need for the fish value upgrade. removing the two upgrades i've suggested gives you design headroom to add new more meaningful upgrades.
developer response: Yeah that is pretty much the direction i will go in. thanks for playing
top comments
Resource gain are too slow relative to the upgrades. In general, you should aim for 1 new upgrade per 1-1.5 run, 2 at worst. Before getting fish value upgrade this usually goes up to 3-4.
Some elements are not well integrated to the game at all. Why are sharks necessary when a few health upgrades make you able to face tank them throughout the whole run? Why are mines even there? At least you can make mines destroy sharks/fish or something?
Upgrades need more details on the actual parameters. Vague statements like "Multiply value of fish" is not helpful on deciding whether an upgrade is worth it. (Speaking of this: This node is actually "make fish worth more on each upgrade node". This is extremely unintuitive and convoluted, and nobody has done it in the past for this reason. Please just make it "fish value multiplier per fish resource".)