A single-screen dodge round set in a mangrove lagoon. One continuous movement, three difficulty settings, and no menus to work through before the first attempt.
You control a bream drifting with the tide. The lagoon scrolls from right to left and gradually accelerates, so the same obstacle spacing becomes harder to read the longer you survive. Hook lines drop from above, traps and root clusters rise from the bottom, and everything else floating in the water is worth points.
A round ends when your last scale is gone. Because the difficulty grows with distance rather than with time, a careful drift always lasts longer than a hurried one.
Three variants hang from the boardwalk. Plain lines are narrow, baited ones are longer, and the triple version covers almost twice the width, so it should be passed at the top or the bottom edge rather than through the middle.
Traps occupy a large square of water and cannot be squeezed past. Root clusters grow from the bottom and only threaten the lower third of the screen.
Every collected item without a collision extends the streak, and the multiplier rises every fifth step. A collision resets it to zero, which is why a pearl behind a trap is rarely worth the risk.
Three scales, slow acceleration, and more collectibles than obstacles. The setting to learn the shapes on.
Two scales and a balanced spawn rate. The default and the one most scores are set on.
One scale, rapid acceleration, and noticeably fewer bubbles to collect along the way.
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