Magnet Fishing
Untangle the river's clutter.
I turned CLUTTER into a calm fishing puzzle inspired by the Roblox fishing simulators I love. Made with Braxton Hauw; placed 2nd at JAMKADIUM 2026.
StackJavaScript · HTML5 canvas · Web Audio API
The four strongest screens
Jump to 01, the clump
Jump to 02, the three rivers
Jump to 03, the upgrades
Jump to 04, the bell
Clutter, as a puzzle.
Whatever sticks to the magnet comes up tangled, and taking it apart is the game.
Art direction + Build
With Braxton Hauw, who wrote the brief. October 2026.
Morning, then sunset, then night.
Three parts, one in each river.
Arkadium glossy.
Picked from four art directions, then taken from day to night.
No engine, no audio files.
JavaScript on one canvas; every sound is synthesized in code.
2nd place.
20 entries · JAMKADIUM 2026
What I learned.
- Upgrades have to be seen.
- Split the goal so the next step is always close.
Role, process and impact
Role, process, impact and the context
- Role
- I led the art direction and interaction design, shaped the visual world and day-to-night arc, and guided implementation with Claude as my software engineering partner. Braxton Hauw wrote the design brief; I refined the game and made the final calls on what shipped.
- Process
- I chose a look from four art directions, made the rope stronger instead of longer so each river could be its own scene, split the bell into three parts, and playtested in the browser before submitting.
- Impact
- Placed 2nd among 20 entries at JAMKADIUM 2026. Magnet Fishing is playable in the browser on itch.io.
- Role
- Art direction + Build
- Team
- Lucy Liu (art direction, interaction design, implementation with Claude); Braxton Hauw (design brief)
- Context
- JAMKADIUM 2026 · Arkadium's casual game jam at the NYU Game Center · theme: CLUTTER
- Year
- 2026
- Tags
01The clump
Clutter you take apart, one piece at a time.
- The magnet pulls up one tangled clump of junk, and you clear it from the top down.
- A piece comes free only when nothing above it overlaps it, so every pile is a small puzzle.
- Each piece goes in one of three bins: treasure for the Collection Book, scrap for coins, recycling for a small bonus.
Read more
The brief
I love playing fishing simulators on Roblox, so I read CLUTTER as an invitation to make a calm, relatable game. Braxton Hauw's brief started with magnet fishing; I made the tangle of river finds into a puzzle players can sort at their own pace.
The rules
- Top down. A piece is removable when nothing above it overlaps it. Undo puts the last piece back.
- Better tools. Rusted pieces need stronger work gloves, and grimy ones need the cleaning brush; without it, a crusty lump just sells as scrap.
- No timers. Mouse only, about ten minutes from the first throw to the bell, and the game saves after every sale and purchase.
- Optional goals. Some piles offer a goal for the first four pulls, worth 15 extra coins. Missing one costs nothing.
Throw, untangle, bring the bell home.
Download video02Three rivers
Each river is its own place and time of day.
- The Shallows in the morning, the Old Bridge at sunset, the Deep Canal at night in JAMKADIUM's purple and yellow.
- Each one has its own scene, pick-screen backdrop and title card, and the music and river sounds change with it.
- Rope Strength opens the next river, and each one has bigger piles worth more.
Read more
Stronger, not longer
The first plan was one map, where a longer rope reached deeper water. On that map the canal overlapped the other rivers, so I made the rope stronger instead of longer. Each river could then be a scene of its own, and the rope became the key to the next one.
Piles grow from 6 to 8 pieces at the Shallows to 9 to 11 at the Old Bridge and 11 to 13 at the Deep Canal, and finds at the canal are worth one and a half times as much.
The look
I picked the look from four art directions: Arkadium glossy, with soft gradients, thick outlines and bright, rounded buttons, set in Baloo 2 and Nunito. Then I shifted its palette river by river, from day to night, so the game gets later as it gets harder.
Three rivers, in order
Morning, then sunset, then night.
- LEVEL 1
The Shallows, morning. Old twine and a small magnet. Piles of 6 to 8 pieces.
- LEVEL 2
The Old Bridge, sunset. Opens at Rope Strength 1. Piles of 9 to 11.
- LEVEL 3
The Deep Canal, night. Opens at Rope Strength 2. Piles of 11 to 13, worth the most.
03Upgrades
Every upgrade shows on the tool.
- Five tools, three levels each: Magnet Strength, Rope Strength, Work Gloves, Cleaning Brush and Metal Detector.
- The magnet grows and turns gold; the rope goes from old twine to a red-twist, a sailor's and a golden braid.
- Each shop card shows what the next level does in numbers before you buy it.
Read more
I asked for upgrades you could see. A stronger magnet is drawn bigger in the angler's hand, and the rope is drawn as a braid whose colours change at each level, so what the coins bought is on screen every time you throw.
- Magnet Strength. Bigger clumps, two more pieces a level, and heavier finds: radios, bikes, a shopping cart.
- Rope Strength. Opens the next river. The golden braid is strong enough to lift the town bell itself.
- Work Gloves. Pull off rusted pieces, from lightly rusted to anything at all.
- Cleaning Brush. Scrub off grime to see what is inside, instead of selling a crusty lump.
- Metal Detector. Buried treasure glints through the pile, then turns up more often.
- The shop opens with the rivers. The gloves and the brush arrive at the Old Bridge, the detector at the Deep Canal.
04The bell
The bell comes back in three parts.
- The Lost Town Bell broke into three parts, one in each river: the clapper, the yoke and the bell.
- They surface in order, and the Town Bell card in the corner fills in as each one is found.
- Rebuild it and the ending plays at dawn in the town square, where the bell rings again.
Read more
The first version had the whole bell waiting at the very end. I split it into parts so every river has a reason to visit and the goal is never more than one step away. The line at the top of the screen says where the next part is, or what it still takes to lift it.
The Collection Book has fifteen pages, and the three bell parts are marked Bell 1/3, 2/3 and 3/3 among them. The first part needs a stronger magnet, and the bell itself needs the golden braid.
05Reflection
Show progress where the player is already looking.
Magnet Fishing is playable in the browser on itch.io.
Play on itch.io ↗How it was made
Stack
Plain JavaScript modules drawing on one 960 x 600 canvas, with no engine and no dependencies. Every number in the game, from item values to upgrade prices, lives in one data file. The music, the river ambience and every sound effect are synthesized at runtime with the Web Audio API; there are no audio files.
AI use
Claude (Anthropic) adapted my artwork into SVG and generated the game code, item text and documentation. OpenAI Codex helped with testing, bug fixes and code improvements. No image-generation model was used, and the game's credits list every piece.
Testing
29 automated tests cover the pile rules, the tutorial clump, the rivers and the bell parts. Browser playtests by AI testers before the deadline caught a sale that paid out about fifteen times over, fixed before submission.
Upgrades have to be seen.
A number going up in a menu is easy to miss. Drawing the bigger magnet and the new braid in the angler's hand means every throw shows what the coins bought.
A problem with the map became the structure.
A stronger rope started as a fix for a canal that overlapped the other rivers. It gave each river its own scene and turned the rope into the key between levels.
Split the goal so the next step is always close.
One bell at the end of three rivers was too far away to pull anyone forward. Three parts, one per river, keep the next one in sight.





