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Dale Wick edited this page May 11, 2025 · 7 revisions

Catch of the Day

TOJam 2025 "We're all getting out alive!"

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Visit TODO page for tasks.

Theme: The more you have the worse it gets.

You wake up in an unfamiliar place. Looking around you see a dock and a seemingly abandoned fishing village with a salty smell in the air. What was I doing last night? Is the fog coming in? How can I get back to civilization? What was my name even? Time to get started.

Plan

  1. Collect the items to build your escape plan
  • You see a small boat but no oars or motor.
  • find an outboard motor (dock shed), keys (drowned fisherman), fuelcan (near building), a spark plug (another boat, in tackle box)
  • find oars (in dock shed) but risk capsizing, fatigue
  • find map (in harbor master's shed), compass (in drawer of lighthouse)
  • key for harbor master's shed (general store)
  • bolt cutters (general store?)
  • harpoon gun (harbor master's shed)
  • combat fog by finding a lantern (hanging in front of general store) and oil (3 places on map), matches (general store), but increases encounters with ghosties
  • notebook pages
  • the more things you collect, the thicker the fog gets

Needed assets:

32x32 tiles (PNG format please, transparent background)

  • oar

  • outboard motor

  • key (for boat)

  • fuel can

  • spark plug

  • map

  • compass

  • key for harbor master's shed

  • lantern

  • lantern oil

  • box of matches

  • notebook page

  • tackle box

  • 400x300 map of coastline with fishing village "Whisperwind Harbour" on an island, and "Jonestown" on mainland, should use tans and browns and have a bent corner and maybe a coffee stain.

Flow

  • Player wakes up near the boat, sees it’s missing key parts.
  • Nearby building has lantern and note with hints.
  • Fog limits visibility—need compass and map to go inland.
  • Find key to fuel shed → find motor, then fuel, then keys.
  • Decide: escape with minimum gear and risk getting lost, or explore further and get compass/map to make navigation easier.

Implementation Scope for Game Jam

  • Keep the art minimal – silhouettes, heavy fog, and atmospheric lighting do a lot with little.
  • One main mechanic (e.g., collect items that increase danger).
  • One end goal (escape).
  • Procedural fog intensity or enemy behavior based on how much you're carrying.

Quotes for Atmosphere

Item: Lantern

Quote: "When the light is blinding, shadows grow bold." (Inspired by: “When you are strong, appear weak.”) Item: Fuel

Quote: "To kindle fire is to invite the wind." (Inspired by: “Move only if there is a real advantage to be gained.”) Item: Boat Keys

Quote: "He who hastens escape may hasten his downfall." (Inspired by: “He will win who knows when to fight and when not to fight.”) Item: Map or Compass

Quote: "Even the clearest path is lost in fog when the heart is clouded." (Inspired by: “Know yourself and you will win all battles.”) Item: Outboard Motor

Quote: "Noise draws attention. In silence lies survival." (Inspired by: “All warfare is based on deception.”) Item: Radio or Signal Flare

Quote: "Calling out may summon help—or worse." (Inspired by: “The clever combatant imposes his will on the enemy.”) Optional General Quote for Midpoint or Final Item:

Quote: "Victory is not always salvation. What is won may cost more than it is worth." (Inspired by: “There is no instance of a country having benefited from prolonged warfare.”)