Mystic Fishing

A fishing game about myth and survival, developed during a 30-day jam while balancing school. Focused on modular systems, atmosphere, and harpoon-based combat in Unreal Engine 5.

Mystic Fishing screenshot

30-Day Game Jam – Ryan Laley Games 2024
Role: Level Designer / Gameplay Systems Designer


Overview

Built during a brutal month of balancing school and development, Mystic Fishing aimed to blend mythological storytelling with systemic gameplay. You play as a lone fisherman in icy Nordic waters, hunting ancient creatures of legend. We didn’t have time for full boss fights or lore progression—but we built a polished vertical slice showcasing atmosphere, fishing mechanics, and exploration.

[Insert Image: Key promo art or logo with misty ocean setting]


Original Concept

We originally pitched a myth-tracking, world-exploring fishing epic:

  • Discover scattered lore about ancient mythic fish
  • Prepare with bait, tools, and environmental knowledge
  • Engage in boss-level showdowns à la Moby Dick

[Insert Image: Early pitch slide or whiteboard showing original gameplay loop]


What We Actually Built

With 30 days and school deadlines, we narrowed focus:

  • A single handcrafted Nordic ocean zone
  • Harpoon-based quick-time fishing combat
  • A bait economy and fish behavior system
  • Atmospheric audio zones and environment triggers

Development Breakdown

Week 1 – Pitch to Pivot

We immediately realized the scope was too large. Instead of cutting features later, we trimmed upfront and focused on a strong vertical slice.

[Insert Image: Scope reduction diagram or notes from planning doc]

Week 2 – Systems First

  • Designed spline-based ocean layout
  • Procedural fish spawns tied to bait type
  • Physics-driven boat controls tuned for immersion

[Insert Image: Ocean layout or UE viewport showing spawn logic]

Week 3 – Combat Prototype

Combat went through multiple prototypes:

  • Click-to-time throws
  • Directional mouse QTEs
  • A drift-lock harpoon throw that added tension (final version)

[Insert Image: Screenshot of harpoon combat, maybe debug or UI overlay]

Week 4 – Final Pass

We focused on environmental polish:

  • Ambient fog and sound zones
  • Music blending by location
  • Trade economy and lore nodes (partially implemented)

Deliverables

  • Playable fishing loop with four fish types and bait interactions
  • Responsive boat movement and fishing QTE
  • Atmospheric exploration in a compact but immersive world

[Insert Image: In-game moment or player-focused cinematic shot]


Lessons Learned

What Worked

  • Modular systems made it easy to adapt and trim
  • Scope control early kept us focused
  • Emphasis on vibe and pacing helped it stand out

What Didn’t

  • No time for the big boss-style fish fights
  • Tutorial elements were light, players felt a bit lost
  • Audio and UI were functional but not final quality

Summary

Mystic Fishing is a lesson in disciplined scoping and modular design. While the game didn’t fully realize the myth-hunting fantasy, it nailed the tone, loop, and pacing we set out to test—under heavy constraints.

[Insert Image: Final polish moment or clean screenshot of gameplay UI]

👉 Download Mystic Fishing on Itch.io

Pages

"