Escape the danger
Proposed identity: escalating danger and finding a way out. Episode and adventure still to be chosen.
Workshop home / Future ideas
Design discussion · Not implementedUse the Morty, Jerry, Beth, and Summer stand-ups to connect our episode modes into a larger journey, with mini wizard modes as the payoff.
Tim’s idea: give each character a set of adventures, then unlock a finale after either three completed modes for one character or four completed modes spanning the family. The thresholds and start behavior below are proposals for playtesting.
Start with one adventure per character. Complete all four during the same game to light a shared Family mini wizard mode. This gives the first four adventures a meaningful destination while the library grows.
Proposed identity: escalating danger and finding a way out. Episode and adventure still to be chosen.
Nomortland is our proposed first Jerry adventure. Complete the garage finish to earn Jerry’s stamp.
Proposed identity: precise shots and consequential choices. Episode and adventure still to be chosen.
Proposed identity: aggressive combos and fast scoring. Episode and adventure still to be chosen.
These cards describe a future progression system; they are not live game progress.
Proposed queue rule: only one character adventure is ready at a time. Other character hits do not replace it. During an adventure, targets do not start another adventure. Failed modes remain retryable; repeating a completed mode cannot earn a duplicate stamp.
The Family finale revisits one recognizable objective from each completed adventure, then lights a shared escape shot. Each character gets a moment; completing the sequence earns the family’s final award.
The exact shots, timer, scoring, and ball count should follow the four finished adventures. This page proposes the progression and story payoff, not a finished finale ruleset.
Once there are enough episodes, complete three different adventures for the same character to qualify that character’s own mini wizard. Morty, Jerry, Beth, and Summer would each have their own finale built around their style of play.
Breadth: one completion for each of four characters qualifies the Family finale.
Depth: three different completions for one character qualify their personal finale.
A completed adventure can contribute to both tracks. The Family finale does not consume the character’s progress. Twelve adventures would support all four personal finales; they are not required for the first Family payoff.
Recommended development order: four character adventures → Family finale → expand one character to three adventures → that character’s finale. Whether both systems remain in the final game is still open.
The original single-ball route and the Mooch & Eagle Man two-ball alternative are different treatments of the same adventure. Either successful version would earn one Jerry completion; playing both would not count as two different Jerry modes.
Starting proposal: qualification survives a drain, and each finale can be completed once per player per game. Queue conflicting features rather than discard them. Exact scheduling and insert behavior must be verified before implementation.