Skip to content

Fishing Minigames

The minigames didn't exist in the prototype (hold a button, fish appears). They were added to give the catch action texture — but under a hard design pillar: fishing must not be frustrating, and the minigames must be optional.

The auto-complete rule

When a minigame starts, the fish is already being caught. Timed inputs speed it up; mistakes can slow it; doing nothing still completes the catch. There's additionally an accessibility setting that removes minigame penalties.

Joel Mason cites Stardew Valley's fishing as the explicit anti-model — finicky enough to pull him out of the experience. Dredge inverts the stakes: the skill check gambles time, not success. A failed input doesn't lose the fish; it burns daylight (Dredge - Time System) — which routes even minigame performance into the game's one real currency.

Design principle

If a repeated micro-action can fail, the player experiences the loop as a gauntlet. If it can only be faster or slower, the loop stays cozy while still rewarding skill. Route the penalty into your master resource instead of into denial.

Supporting decisions

  • The fishing camera was changed from a side view to overhead — initially resisted (less boat visible) but kept because it made the minigames read better.
  • Playtesters understood the minigames without tutorials, but asked for tutorials anyway — they disliked uncertainty even when their assumptions were right. Minimal tutorials were added late (Dredge - Cut Features & Playtesting).

Weakness

The minigames are shallow timing checks with limited variety, and they don't scale in depth across the game. By late game they're pure repetition — one of the contributors to the flattened endgame curve (Dredge - Late-game Problems & Fixes). The auto-complete rule that makes them friendly also caps how much mastery they can express.

Dredge - Core Loop · Dredge - Spatial Inventory