I will be going in depth on the ideation and conception of Sip Fisher. This process worked well for us (around 15k copies sold at time of writing) as a group of students on our our second commercial release. I want to be clear I'm not claiming this will always work for anyone who tries it.
Sip Fisher started as me noticing the success of a game called "A Game About Digging A Hole," a short incremental game about digging a hole in your backyard. The game had an extremely small scope but was extremely successful, receiving thousands of reviews and coverage from multiple large youtuber and streamers I was familiar with.
I felt like I understood why it had been so successful: it had an extremely strong appeal and hook. I saw the name of the game and a couple seconds of the trailer and immediately thought "I have to play this right now."Â
Beyond feeling like I understood its success, the scope also felt extremely achievable. The game had roughly 1.5 - 2 hours of content with just a couple gameplay and progression mechanics, something I had achieved in school projects and weekend game jams (with limited polish and playtesting of course).
This is all to say it felt like a success that I could recreate with a small team of friends, and so from there, I recruited some friends who were interested in doing a summer project. We had a bit more discussion to identify the key aspects of what we believed were AGADAH's strongest elements, as well as what the audience of that game felt was lacking.
To the left here are our raw brainstorming notes, trying to identify the core aspects of A Game About Digging A Hole's appeal and success.
Below that is our attempt at coming up with some other tactile actions to build our game around. As you can see, sipping water was an early idea, but something we did move past originally.