Twin Lakes

Loading… 0%

Cast: hold and release · Panther Martin: pull, pause, repeat · Fight: hold to reel, move rod against the fish, lower rod on jumps · Modes → Casting starts a new cast

Display modes

Modes

Living Room settings

Audio settings

Casting tuning

Tabs restart practice from the beginning. Click outside to close tuning.

Boat

1× · about 2:00 across the lake

0.25× takes about 8 minutes; 1× is the default two-minute pace. Speed changes travel, not rowing or anchor animation timing.

Fishing · encounter pacing

Starting target: 180–240 seconds. Random opportunities, not a countdown or guaranteed catch. Conditions and technique still matter. Direct Hooking/Reeling practice is unchanged.

Practice casting & retrieval
Panther Martin · rhythm & motion

Hold the button for this long, then release.

Rest between pulls. Press again to complete the rhythm.

Fraction of the target duration allowed either side of the beat.

Higher retains more momentum after releasing.

Only Panther Martin. Zero stays at the surface; default 0.001 sinks slowly.

Line recovered per simulation step while holding; also changes lure motion.

Panther Martin · feedback & encounters

Default 10%: these can bite without rhythm and usually produce a weaker small fish. Other encounters require a valid rhythm.

Baseline pace for potential encounters. Rhythm determines eligibility, not a fixed countdown.

0: soft glow · 1: trailing particles · 2: Spark Bloom (particles only, selected default).

0: lure particles only · 1: beat dots near the lure.

How quickly successive valid cycles build rhythm strength.

A gentle sweep can increase rhythm strength; it never lifts or sinks Panther Martin.

Bait · encounter conditions

Average surface wait before the underwater encounter at neutral conditions.

How much the equipped bait suits the selected fishing area.

Regional activity, secondary to bait preference at defaults.

Clear/cloudy preference: a smaller final adjustment.

Cast · timing & distance

How long you hold before the rod reaches the top. Longer means a slower, heavier wind-up.

How forgiving the release is. Bigger means a wider moment where you still get full power.

Extra horizontal travel for a perfect cast. Default 20%.

How early the rod starts glowing to warn you the window is coming. Zero means no warning at all.

How badly letting go too soon is punished.

How badly holding too long is punished. Higher than early falloff means greed costs more than nerves.

How far even a terrible cast carries. Raises the floor on every cast.

How much extra distance good timing buys. This is the main lever on how far a perfect cast goes.

How high the cast arcs. High loft means a lazy rainbow, low means a flat line drive.

How hard the hook is pulled down in flight. Higher means a shorter, steeper arc.

How fast the hook falls once you press to drop it. Higher means it plummets, so you must press earlier.

Advanced · retrieval physics

Shared lure physics. Panther Martin ignores pointer-driven forces; rod controls still affect other lures.

How fast line comes in when you hold the mouse down.

How fast line comes in on R, the bail-out reel. Earns no credit for rhythm.

How long the reel takes to come up to speed and wind back down. This is the slack you feel taking up. 1 means it snaps on instantly.

How quickly the water slows the lure down. Lower means it stops dead the moment you do; higher means it keeps gliding.

How hard a lure falls once it has jumped clear of the water.

How hard a tight line yanks the lure. This is the whole feel of a tug.

How much of a yank becomes upward motion. Raise it to make the lure skip out of the water more easily.

How hard a tug has to be before the lure actually breaks the surface and skips. Low and ordinary rod work throws it out of the water.

How far clear of the water a skip can ever get. A ceiling, so a bad frame cannot fire the lure off the screen.

Turns the lure's real speed into the number each lure's blade setting is measured against. Raise it and every lure works at a slower hand.

How much harder the reel pulls in the moment it takes hold. This is what makes pulsing the button move the lure more than holding it.

How many frames that first hard pull lasts before the reel settles to its steady rate.

How much slack the cast leaves in the line. This is what lets a lure sink at all, and what a first rod sweep has to take up.

How much working the rod moves the lure. Raise it and the rod feels lively; lower it and the lure feels dragged through mud. Only works through a tight line.

How strongly a moving lure rises toward the surface. This is what brings a sunk spinner back up when you reel. Lower it and lures stay deep.

Scales how fast EVERY lure sinks, all at once. Turn it down if baits are dropping too fast; each lure keeps its own rate relative to the others.

A hard ceiling on how fast anything can move. A safety net — a lure should never be able to cross the lake in a frame.

How far ahead of the lure the reel may get before it slips. Low keeps the line honest; high lets a fast reel drag the lure violently.

Advanced · cast feedback & fouls

How close to a group of fish the hook has to land to count as a good cast.

How long the fish take to fade into view once the cast is away.

Whether a bird ever crosses a cast at all. 0 turns the whole thing off.

How often a cast has a bird crossing it. Turn it right up to tune the hit, then back down — in the finished game this is meant to be rare enough to be a story.

How fast it crosses the sky.

How close the bait has to be to the bird when you press to drop. This is the whole difficulty of it.

What knocking one down pays.

How long you have to hold the backswing, in multiples of the perfect hold, before the line comes down around you.

How many presses it takes to fight out of it.

Frames between the bits he works loose on his own if you do nothing. Higher punishes not knowing to mash.

The shortest the whole thing can ever be, so the joke always lands even if you mash instantly.

Other lures · encounter & technique

Blade speed required for Aglia and Rooster Tail technique credit.

Applies to other moving lures, not Panther Martin.

Applies to other moving lures, not Panther Martin.

How evenly you have to pulse the reel button. Mepps Aglia peaks on slow, regular pulls rather than on speed.

How even your clicking rhythm has to be. Lower is fussier.

How many flicks you get before the line is too slack to move the fly and has to be taken up again.

How long you have to hold everything dead still before it peaks. Any movement resets it.

Panther Martin · blade

How fast the lure has to move through the water before the blade starts turning. Lower means it lights up easily.

How quickly the blade stops once you slow down. Higher means it stalls the moment you pause.

Mepps Aglia

How fast the lure has to move through the water before the blade starts turning. Lower means it lights up easily.

How quickly the blade stops once you slow down. Higher means it stalls the moment you pause.

How fast this lure sinks when it is not being pulled.

One press-and-release of the reel button, in frames. Lower is a faster, tighter pulse. Panther Martin ignores this — it is held, not pulsed.

How far off that cycle you can be and still get credit. Lower is fussier.

Rooster Tail

How fast the lure has to move through the water before the blade starts turning. Lower means it lights up easily.

How quickly the blade stops once you slow down. Higher means it stalls the moment you pause.

How fast this lure sinks when it is not being pulled.

One press-and-release of the reel button, in frames. Lower is a faster, tighter pulse. Panther Martin ignores this — it is held, not pulsed.

How far off that cycle you can be and still get credit. Lower is fussier.

Adams

How close together two twitches must be to belong to the same burst.

The shortest pause between bursts that still counts as a rest.

The longest pause before the fly reads as abandoned rather than resting.

How many twitches belong in one burst before it reads as thrashing.

Elk Hair Caddis

How close together two twitches must be to belong to the same burst.

The shortest pause between bursts that still counts as a rest.

The longest pause before the fly reads as abandoned rather than resting.

How many twitches belong in one burst before it reads as thrashing.

Griffith’s Gnat

How close together two twitches must be to belong to the same burst.

The shortest pause between bursts that still counts as a rest.

The longest pause before the fly reads as abandoned rather than resting.

How many twitches belong in one burst before it reads as thrashing.

Practice reeling
Rainbow trout · profiles & results

Choose specific styles with Start selected fish. Mode tabs and restart/reset roll a new random fish. Normal fishing uses random profiles. Baseline ignores personality. Changing settings takes effect on restart; results flag changes during a fight.

Reeling · fight feel

How quickly holding gains line. Higher makes catches faster.

Visual swimming speed during a run; does not change line payout.

Ordinary runs only. Lower values forgive longer mistakes; release during a run to shed tension.

First missed jump is a protected warning. Repeated missed jumps increase pressure. Lower the mouse toward the bottom to put the rod tip near the water; releasing the reel alone is not enough. Higher values escalate raised-rod danger faster after the warning.

How long sustained overload is forgiven.

Time to respond after obvious slack before escape risk builds. Runs and lowering the rod during jumps stay safe.

How quickly good play tires the fish and lengthens rests.

Reeling · jumps & visibility

Baseline interval, with a little variety. Restart to reset the first jump.

Visual arc height in pixels; does not change difficulty.

How quickly the fish becomes visible at the start of a fight.

Practice hooking
Bait / worm · Basics

Start here. Arrival and hook timing apply to the next encounter; restart after adjusting them. Chance of an attempt is not hook success.

Seconds into the wait before the one fish appears.

Time spent swimming from the edge toward the bait, after empty water. Varied fish are faster or slower around this baseline.

Default 95% of unscared fish attempt after inspection; 5% refuse. Scaring and hook timing still matter. Repeat same fish guarantees an attempt.

Seconds after visible contact. Applied when an encounter starts; restart the bite test after changing.

How hard movement past that drains the fish's nerve. Higher makes the whole thing twitchier.

Advanced · lure hooking & jump

Real time from takeoff to splashdown. Move left anywhere in this window.

Scene animation and music speed during the jump. The hook cue and response clock stay at normal speed.

Gradual camera approach during the hook jump.

Visual size only. Reduced default for a more grounded jump.

Height of the continuous airborne arc.

Horizontal distance from takeoff to the bait and splashdown.

How fast the lure is hauled up to the surface when something takes it. This is the fish-on tell, and it is what lets a deep lure be leapt onto.

Response window for takes that stay underwater. Big jumps use Jump / hook window.

How hard the hand has to be thrown left to count as setting it. Lower is more forgiving; too low and drifting left sets the hook by accident.

Controls the short memory of a leftward stroke. One fast pointer sample can set the hook; reversing right resets the stroke.

How long the ghost angler takes to demonstrate one throw before looping.

The smallest fish that comes clear of the water. 0 every fish leaps, 2 only a big one does — which is what makes a leap a tell that you have got something.

Advanced · bait timing & presentation

Seconds spent inspecting before the decision; start a new encounter to apply.

Seconds for the successful still-bait hook-set lift before the fight. Successful bites continue into reeling.

Underwater bait and hook size. Updates immediately; does not change the fish or line thickness.

Advanced · bait movement & rig

How much mouse movement per frame is free. Below this the fish does not notice at all.

The most any single movement can cost. A ceiling, so one knock can never lose you the fish on its own.

How much MORE a bigger fish notices. This is what makes the fish worth catching the one hardest to sit still for.

How fast its nerve comes back while your hand is still. Higher forgives a twitch faster.

Length of the bait leader.

Resting leader angle.

How far the main line leans across the frame when the bait is right off the boat. It stays perfectly straight; this is only its angle.

And at the far end of the cast. Higher means a longer cast comes in at a flatter angle.

How high the bottom sits when you are fishing the margins. Lower number is higher up the screen — shallower water.

And how far down it is out in the middle.

How high the bait lifts on a click.

Sideways movement of a click tug.

How quickly a click tug settles.

How hard the bait is knocked when the fish mouths it. This bump is the thing you actually react to.

How long the bait flies up the screen when you strike — the yank on the rod.

Copy / paste & defaults

Export all modes, display and audio. Apply changes the running game; send the export in chat to make it the next build’s defaults.