Just a rough outline of the sequence of events: [Name] is to be replaced with the final name of the character. Our character and [Name] have been friends since childhood, and have shared many adventures together. They dream of leaving their home island, and sailing the seas. When they get an opportunity to join the crew of a trading galley, they agree without hesitation. A few months into the sea voyage, an ominous storm appeared on the horizon, looming ever closer. The wind was strong enough to blow a sailor off their feet, and the spray chilled everyone to the core. It could have been caused by nothing other than the Spirit of the Seas. The ship is destroyed. You are lost to the depths of the sea. Alone, drifting at sea [Name] call upon the Sea spirit. Begging for him to spare you, he offered his soul in exchange for the Spirit to save you. The Spirit of the Sea accepted his offer, taking his soul and binding it to 6 talismans (Can Change as necessary), brought forth the long sunken Dutchman, and made him the captain, tasked with forever prowling the sea. You wake on the deck of another ship, in the midst of a fog. They tell you that they found you, floating in the water, and brought you aboard. They say that the only way you possibly could have survived was by the will of the Spirit of the Sea. Then, through the fog, you see a pirate ship. The pirates, all sailors long claimed by the depths, board the ship, led by [Name]. He speaks, telling the now captured crew that he will be taking no survivors. You do not recognize this person, although you’ve known him for all your life. You call out to him, trying to make him recognize you. He doesn’t, no matter what you try. You, and the rest of the crew, are forced to walk the plank. You awake on the shores of the level hub/main island. You reflect on what has happened, and realize that you must do whatever you must do to save [Name] from the control of the Sea Spirit. You walk into the town, along the way you learn platforming basics. In the town, containing a shop and other buildings, you meet an elderly woman, who listens to your story, and she speaks of talismans, and how you must destroy them if you wish to free your friend. She says her husband will help you sail out in his boat. Dock acts as a level selection screen. Each level has its own theme and emphasizes different parts of the gameplay. At the end of each of these island levels, you’ll find a talisman which you will then destroy, in a boss fight or some other way, causing some memories to return to [Name]. Upon completing all of the levels, you will come across the Dutchman, where you will once again face [Name]. You implore him to remember you, but he can’t quite, and thus commences a boss fight. Upon defeating him, you destroy the final talisman, freeing him from the grasp of the Sea Spirit. He remembers you, and you go to embrace, but the Spirit of the Sea becomes enraged, and appears from the sea. He voices his anger, and in an epic cinematic, summons a kraken and fuses its power into it, creating the final boss. You, with the help of [Name] fight the boss, and upon defeating it, win the game. The game ends with the message of friendship and perseverance, framed by the embrace of you and [Name]. This is a rough first outline as conceptualized by: and If there is anything we should add or change, please say so :D