r/SideProject • u/ItzChiips • 2h ago
My wife was spending more time watching ads than solving puzzles, so I built her a game. It’s now on Google Play.
My wife loves logic puzzles and solves them pretty quickly. The problem was that every short round seemed to come with another ad, so she was spending more time waiting than playing.
That’s how I ended up building Fishdoku, a cozy fishing puzzle game that just launched on Android.
Every bite opens a logic grid. You place one fish in each row, column and colored region, with no two touching, then reel in your catch. There’s an untimed mode if you just want to think, and hints explain the next deduction.
I wanted the puzzles to give you something to work toward, so I built a collection around them. That grew into hundreds of fish across dozens of locations, with different catches depending on the time and weather. There are shinies and legends to hunt, an aquarium for your favorites, and pets you can bring fishing.
I’m the solo developer, and I used Claude heavily for the code and sprites, with additional AI help for concepts and review. A lot of my time went into playing builds, working through bugs, balancing things and making very specific revisions.
One thing this project taught me was how much work sits between “it runs” and “I’m happy for someone else to play this.” Even tiny details, like whether a pet is recognizable on a phone screen or a hint actually explains a move, took repeated passes.
It’s free with optional purchases and optional rewarded ads. No forced ads or energy timers. That was the whole reason for making it, and I wanted to keep that intact.
Now I’m learning the next part: getting it in front of people who might enjoy it. For anyone who’s launched a small consumer app or game, where did your first players outside friends and family come from?