CRETA: Taskbar Fishing – A Thank You to Our Beta Testing Team
Over the last few days, a huge amount of work has gone into CRETA.
But many of the fixes and improvements you see today were not achieved by me alone. They were made possible thanks to the feedback, bug reports, patience, and repeated testing of our beta testers.
Together, we tested, improved, and fixed:
the core fishing loop and overall catch flow,
fishing durations and timing-related issues,
synchronization between fishing animations and actual catch timing,
double-catch behavior and independent second-fish rolls,
persistent BLACK and WHITE card effects,
card stacking and copy-based progression,
persistent card bonuses across saves,
card metadata migrations and backward compatibility,
protection for forward-compatible save data and rollback scenarios,
save reliability and overall persistence safety,
the entire Prestige Reset flow,
safe and atomic Prestige Reset transactions,
preservation of permanent cards and account progression after resets,
cumulative playtime and lifetime statistics across Prestige resets,
Prestige Reset confirmation and secure IPC handling,
the Reset Dashboard and its related UI flows,
the Card Forge system,
persistent Card Forge unlocks,
the Earthquake Effect unlock and its persistence after resets,
Card Forge artwork, animations, and status indicators,
correct locked and unlocked Card Forge states,
Taskbar Fishing collector routing,
queue handling and repeated-trigger issues,
unintended duplicate catch effects,
Taskbar Fishing behavior and visual feedback,
fishing animations and cinematic fishing frames,
synchronization between gameplay results and reward visuals,
simplification and cleanup of the fishing scene,
the first version of RESMO,
RESMO fish-selection flow,
safe and atomic wager outcomes,
RESMO result handling and interface behavior,
starter-fish progression,
starter-fish behavior when unlocking new regions,
economy and pricing adjustments related to progression changes,
various UI state and routing issues,
visual and layout problems across multiple screens,
production preflight checks for new gameplay systems,
save and build safety checks,
localization support for Card Forge and other new systems,
localization of Earthquake Effect banners and related text,
improvements to the overall localization framework,
and full Greek language support.
Some of these problems could have taken me much longer to discover on my own.
You actually played the game, pushed its systems, found the places where things could break, and told me clearly what worked and what didn't.
Your feedback resulted in real changes to the game.
You are part of the reason CRETA is in the state it is today.
I am genuinely grateful to every one of you for helping make the game more stable, understandable, and enjoyable before release.
Thank you to everyone who spent their time testing CRETA with me. ❤️
At this point, CRETA isn't simply a game I developed alone.
Part of it is a game that we tested, fixed, and shaped together.
— CRETA: Taskbar Fishing Developer