Sip Fisher's dock building mechanic wasn't part our original idea of the game, but it came up in early design brainstorming.

An early prototype of the water sipping mechanic revealed an issue: the water level of the lake constantly going down meant the player had to constantly move down, creating an inch-by-inch forward motion that was extremely awkward.

We were also looking for a way to provide some amount of creative expression, since that was something we believed was an important aspect of our inspiration game, A Game About Digging A Hole. Creative expression would also mean every playthrough was somewhat guaranteed to be unique, which is great for content creators.

From these requirements, we came up with the idea of grid-based dock building. It provides a well bounded amount of creative expression, and it turns the constant inching forward into a well paced incremental building mini-game.