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Dale Wick edited this page May 9, 2025
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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.
- 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 gets
- 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.
- 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.