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Deep Catch

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developed by

developed by Ulmlaut

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completed

83 ratings

rated 3.0 stars, 83 ratings.
activenodelikehours2dsingle-player

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

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newest comments


GanbatteBlankaChan June 23, 2026
+1comment score: 1
You have the bones of a fun little time killer here. I liked the physics of the caught fish, and how you could swing them like a wrecking ball to fight off the red sharks. What you really need now is an ending or a win condition other than "maxed out all the upgrades."
voileexperiments June 14, 2026
+5comment score: 5
As a nodelike game this is very weak. The gameplay loop never changes throughout the lifespan of the whole upgrade tree (despite being tagged "active"). Nothing new is added except giving the player 1 more nets, which still doesn't change the gameplay. You're boring a majority of the players after 15 minutes of same gameplay.

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".)
shadowol June 13, 2026
+1comment score: 1
Odd game. Sum of all upgrades bring you from 4 fish a run to a full run of maybe 22 fish while never going a screen beyond a small white circle. Then the fish multiplier can increase value of the fish from 1 to 16, making it more valuable then the sum of all other upgrades.
Also, sending red fish into mines is the most fun part, but unrewarded
sharpnova June 6, 2026
+2comment score: 2
second health upgrade completely pointless. what we needed was the ability to catch more than 2 fish at a time.

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

AzureBlareGamer June 4, 2026
+1comment score: 1
GG, add more features (You're doing great)

top comments


Randam June 3, 2026
+5comment score: 5
Fun game :) i first was like "wtf were the controls? ow yes, just drag them to the circle" XD lolz
voileexperiments June 14, 2026
+5comment score: 5
As a nodelike game this is very weak. The gameplay loop never changes throughout the lifespan of the whole upgrade tree (despite being tagged "active"). Nothing new is added except giving the player 1 more nets, which still doesn't change the gameplay. You're boring a majority of the players after 15 minutes of same gameplay.

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".)
Haremanime June 3, 2026
+4comment score: 4
Short but sweet.
ignDevi June 3, 2026
+3comment score: 3
really slow and the upgrades feel pretty much meaningless, not my cup of tea
xFoxi13x June 3, 2026
+3comment score: 3
A really fun game, i enjoy the upgrade system. There's something satisfying about being able to freely spend currency, instead of farming until you have the exact amount needed.

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