- 01Place a trap
- 02Work elsewhere
- 03Return on schedule
- 04Rebait/repair/redeploy
Trap placement and collection routes
Placed traps catch passively; location affects targets while capacity and durability constrain return visits.
The player's decision
Choose a distant valuable site or a nearby low-maintenance route?
Original scenario
Original: three bays have different travel times; a pot fills in three ticks but the far bay takes four for a round trip.
Start with this prototype
Build three sites, two pots and six ticks with visible capacity/durability. Plan collections to meet a catch target using fixed sites/catches; omit complex navigation.
Change one variable
Vary capacity to test route and waiting changes.
What to observe in a playtest
Cap storage and settle each collected catch exactly once.
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Off-screen production without map status forces repetitive checking.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- DREDGE
Pots catch passively; position, depth and size matter, and prolonged deployment can break them.
- Stardew Valley
Crab pots combine placement and bait with different saltwater/freshwater catch tables.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build three sites, two pots and six ticks with visible capacity/durability. Plan collections to meet a catch target using fixed sites/catches; omit complex navigation.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.