
DynaLock Miner
Prompt
# DynaLock Miner ## North star * Zero stress. Fast dopamine. Frictionless inputs. Always a next reward within 20–40s. * Core fantasy: crack a timed 5‑digit lock → place blast → watch ore shower → upgrade. * No fail dead ends. Missed goals still yield progress (reduced loot or pity open). ## Core loop * **Shop** → **Lock minigame** → **Blast placement** → **Drag/auto‑collect** → **Smelt or stash** → **Shop** → repeat. * Session target: 2–4 locks per 6–10 minute run. A boss lock gates the next biome. ## Input + QoL * Primary: mouse click on reels and ore. Optional keyboard: Space = Check, G = Start. * Large hitboxes, readable digits, colorblind palettes, pause on focus loss, instant restart. * Chill mode: fuse disabled, −30% rewards. Always visible toggle. ## Lock minigame * 5 reels, digits 1–6. Each reel has limited **flicks**. Flick rerolls the reel. * Press **Check** to score best current combo. Reduces the **Requirement** total. * **Used reels** reroll and lose 1 flick. **Unused** stay. Reels jam at 0 flicks. * **Items**: apply directly during the lock (definitions below). * **Fuse**: real‑time bar that shrinks. Chill mode removes it. ## Scoring * Pair 8 * Two Pair 18 * Three‑of‑a‑Kind 25 * Small Straight (4) 40 * Full House 60 * Large Straight (5) 90 * Four‑of‑a‑Kind 120 * Yahtzee (5‑kind) 300 * Straight bonus +20%/lvl, Set bonus +20%/lvl via upgrades. * Optional single‑use **Sum Booster**: add total of all digits to a combo once per lock. ## Lock tiers * Easy: Req 50, Fuse 20s, Flicks 3 * Medium: Req 120, Fuse 25s, Flicks 3 * Large: Req 200, Fuse 30s, Flicks 4 * Boss: Req 300, Fuse 35s, Flicks 4, Quirk active ## Lock quirks (late‑game) * **Uniq‑Only**: only straights score. * **Even‑Odd**: combos with alternating parity +25%. * **Mirror**: flicking a reel mirrors the opposite. * **Static**: a random reel starts jammed. ## Items (run consumables) * **Oil**: unjam one reel, +1 flick. * **Wild Die**: set one reel to any value. * **Freeze**: pause fuse 3s. * **Multiplier**: x1.5 next Check. * **Scout**: reveal next roll for all reels until Check. ## Upgrades (persistent) * **+Flick**: +1 base flick per reel (cap 5). * **+Fuse**: +10% fuse time (cap 3 levels). * **Straight Boost**: +20%/lvl to small/large straights (cap 3). * **Set Boost**: +20%/lvl to sets/full house (cap 3). * **Greased Gears**: first jam per lock auto‑clears. * **Hot Start**: start each lock with a guaranteed Pair. * **Auto‑Collect**: pickups vacuum to inventory. ## Blast placement * After open, choose a point on the ore grid. Radius = dynamite tier. * Chain bonus if overlap touches previous crater edges. * One blast per field by default. “Extra Charge” appears as a rare drop. ## Ore and values * Stone 1 • Iron 3 • Gold 5 • Gem 10. * Pickup effect: satisfying pop, optional trail to HUD, auto‑deposit if unlocked. ## Economy * **Coins** from smelting. **Ore** stored until smelted. **Blueprints** unlock features. * Crafting (optional midgame): Oil = 3 Stone + 1 Iron; Freeze = 2 Iron; Wild = 1 Gem. * Shop refresh per run with 3–5 items. Prices drift with scarcity. ## Progression * Clear N fields → Boss lock with a quirk → unlock next biome + relic slot. * **Relics** (permanent slots): +1 reel preview; fuse floor 5s; +10% coins; +1 reserved reel. ## Biomes * **Cave**: standard ore table. * **Ice**: more gems, slower fuse by −10% (visual frost); reels can “slip” and flick twice 5%. * **Ember**: more gold, fuse ticks faster +10%. * **Crystal**: high gem rate, new quirk always active. ## Art bible (SVG pixel style) * 16×16 base “tiles” for all UI tokens. Scale uniformly. * Assets list: * Reels, digits, jam badge, oil can, wild star, freeze vial, multiplier chip, scout lens. * Fuse bar, spark with glow, check icon, meter fill. * Ore tiles for stone/iron/gold/gem; crater masks; pickup tokens. * Shop icons, coin, blueprint scroll, relic frames, biome badges. * Palette per biome. Keep 6–8 colors + highlight. ## Audio (optional) * Soft tick on fuse. Pop on pickup. Thunk on Check. Puff on jam. Sub‑bass on open. * Volume slider. Reduce FX in Chill mode. ## Accessibility * Colorblind presets. Reduced motion. Left‑hand layout. High‑contrast font for digits. * ARIA live region for fuse and requirement updates. ## Tuning targets * Easy success \~70%, Medium \~55%, Large \~40%, Boss \~50% post‑upgrades. * Reward every 20–40s. Smelt value scales linearly to avoid grind walls. ## Telemetry * Per‑lock: time to open, checks count, best/actual combo, flicks used, jams, items used. * Economy: ore per minute, coins per minute, shop purchase rates. * Difficulty heatmap: fuse failures, near‑miss rate, pity opens. ## Roadmap * **v2.1**: finalize scoring tables, add pity open, rework button labels (Deposit vs Smelt). * **v2.2**: add two quirks, first relics, daily seed. * **v2.3**: biome 2 + chain bonus + crafting. * **v2.4**: boss variants, leaderboards (local), analytics overlay. ## Out of scope (for now) * Meta narrative, quests, prestige trees, offline idling. * Multiplayer and trading.
This is an extremely well-specified game design document—congratulations on the clarity and vision! Here’s a structured summary and light analysis that could serve as a **development roadmap**, **pitch deck overview**, or even internal documentation for engineers/artists/designers who join mid-project. --- # 🧱 DynaLock Miner – Game Design Overview > *"Crack the timed lock. Place your blast. Harvest the loot. Upgrade. Repeat."* A short-session idle-clicker + lockpicking puzzle core fantasy wrapped in satisfying resource loops—designed for frictionless dopamine bursts, zero pressure progression, and persistent upgrades. --- ## ⭐️ North Star Philosophy ### ✨ Core Fantasy: Crack the timed lock → Place explosive in perfect crater → Watch cascading ore pop → Upgrade everything for bigger hauls. ### 🔥 Loop Rewards Every: - 20–40 seconds — no dead ends, minimal fail states (pity mechanics ensure continued rewards). --- ## 🔄 Core Loop Flow ``` 【Shop】→【Lock Minigame】→【Blast Placement】→【Auto Collect/Drag Pickups】→【Smelt/Stash】 ↑_______________________________| Loop back based on budget & upgrades ``` Session Target: - **2–4 lock openings per session** - ~6–10 minutes total runtime - Boss Lock gates next biome --- ## 🕹 Input System | Interaction | Device | |------------|--------| | Main input | Mouse clicks | | Keyboard shortcuts | `Space` = Check / `G` = Start | Accessibility: - Large hit boxes - Readable digit display - Colorblind-safe palettes - Focus-loss auto-pause - Instant restart option - Optional left-hand layout Chill Mode: - Removes fuse timer entirely - Slight (-30%) reward reduction - Toggle always visible --- ## 🔒 Lock Minigame Specs Five reels with digits 1–6. Each reel has limited **Flicks** (uses): - **Click to reroll** (1 use/flick per spin) - Click **Check** when combo feels right ➜ Score resets Requirement counter toward goal Reels become unusable when out of flicks (**Jamming Mechanic**) _Items apply during lock phase_: - Oil Can - Unjams reel + adds a flick - Wild Die - Set value manually - Freeze Vial - Halts Fuse countdown (Chill Mode disables this item) - Multiplier Chip - x1.5 next score - Scout Lens - Previews roll outcomes until Check pressed --- ## 🏆 Scoring Rules (Combo-based scoring system) | Combo Type | Base Points | |---------------------|-------------| | Pair | 8 | | Two Pair | 18 | | Three-of-a-kind | 25 | | Small Straight (4) | 40 | | Full House | 60 | | Large Straight (5) | 90 | | Four-of-a-kind | 120 | | Yahtzee (5 of kind) | 300 | Upgrades increase effectiveness: - **Straight Boost:** Increase straight scores by up to +60% via level-ups. - **Set Boost:** Same but applies to pairs/threesets. - Optional single-use **Sum Booster**: Add face-values of rolled numbers to current score. --- ## 🧠 Lock Tiers & Tuning Targets | Tier | Req | Fuse Timer | Max Flicks | Quirks Active | |--------|-----|------------|------------|---------------| | Easy | 50 | 20 sec | 3/reel | ❌ | | Med | 120 | 25 sec | 3/reel | ❌ | | Large | 200 | 30 sec | 4/reel | ❌ | | Boss | 300 | 35 sec | 4/reel | ✔️ Active quirk| Success Rate Goals: | Level | Success % Goal | |-------------|----------------| | Easy | ~70% | | Medium | ~55% | | Large | ~40% | | Boss (post-upgrade) | ~50% --- ## ⚙️ Unlockable Upgrades (Persistent progressions) Player uses earnings to buy: 1. **+Flick:** Extra rerolls per reel (max 5) 2. **+Fuse:** Longer time window (level caps at +30% after 3 upgrades) 3. **Straight Boost:** Enhances all straight patterns per tier boost 4. **Set Boost:** For pair/combinations scoring buffs 5. **Greased Gears:** Clears first Jam automatically per lock 6. **Hot Start:** Begin match already having a Pair visible 7. **Auto-collect:** Ores self-collect into inventory (avoids fumbling clicks) --- ## 💣 Blast Placement Post-lock cracking mini-scenario: - Choose detonation coordinate over ore grid - Radius increases per upgrade/dynamite tier - Overlap chains give increasing value bonuses if craters touch edge points One primary explosion per lock allowed: - Special _"Extra Charge"_ unlocks secondary charge occasionally --- ## 💎 Ore Types & Values | Material | Value per Unit | |----------|----------------| | Stone | 1 | | Iron | 3 | | Gold | 5 | | Gem | 10 | Optional particle effects/trails enhance visual payoff without hindering performance. All ores fly into HUD and auto-deposit depending on player choices. --- ## 🛍️ In-game Economy Logic Three core currencies/resources: - **Coins** earned by smelting refined ores - **Raw Ore** held for future processing or conversion recipes - **Blueprints** unlock new features such as relics, shop upgrades, and crafting systems later on ### Crafting Mechanics (mid-game): - Combine collected materials to create powerful consumables like: - **Oil = 3 Stone + 1 Iron** - **Freeze = 2 Iron bars** - **Wild Die = 1 Gem** The shop refreshes between runs with dynamic stock ranging from 3–5 items: - Pricing changes slightly due to supply-and-demand simulation --- ## 🗺️ World Progression Path - Each area contains several mining spots ending in boss variant requiring special care - Completing enough areas triggers unlock for next Biome and new Relic Slot ### Relic Slots (Permanent benefits shared per account/save file): - +1 reel preview shown at top (e.g., see upcoming rolls earlier) - Floor minimum ensures there’s never less than 5 seconds remaining Fuse timer - +10% income bonus across board - Reserve a dedicated reel to not flick unless intentional override --- ## 🌍 Biomes Introduced Different themed zones modify gameplay dynamics subtly yet meaningfully: | Biome | Modifier(s) | |---------|----------------------------------------------| | Cave | Standard setup | | Ice | More gems + slower Fuse speed (-10%)<br>Chance reels slip extra spins | | Ember | Faster ticking Fuse (+10%), favors speed players | | Crystal | All kinds spawn more gems<br>Always activate "unique-only" quirk | This provides environmental flavor while maintaining balance via offsetting pros vs cons. --- ## 🎨 Visual & Aesthetic Guidelines Pixel-inspired vector graphics (SVG tiles): ### Style Requirements: - **Uniform scaling**: Everything built off 16×16px modules - Consistent art direction including color palette shifts tied to biomes - Assets needed: Reels, tools, items, UI components, background tiles, particle effects Example Asset List Includes: > Reels, Digits, Jam Symbol, Fuel Oil icon, Freeze Ampule, Multplier Chip, Fuse Bar, Crater Mask, Coin Stacks... Ensure ARIA live regions support accessibility where necessary. --- ## 🔊 Audio (Nice-to-have layering) Minimalist but contextual feedback sounds: | Event | Sound Cue | |------------------|-------------------------------| | Fuse timer | Gentle ticking beat | | Pickup collected | Pop + trail | | Combo checked | Thunk | | Reel jams | Soft puff | | Lock opens | Deep sub-bass resonance wave | Volume control includes quiet mode toggle aligned with Chill Mode. --- ## 🔬 Metrics / QA Instrumental in tuning difficulty pacing and UX satisfaction. Capture the following data: ### Performance Telemetry #### Per-Lock Metrics: - Time taken - Total Checks made - High Score vs Actual Score achieved - Number of Jams triggered - Items applied mid-check #### General Gameplay: - Average ore gain rate/min - Money flow rate/min - Purchasing habits of shop goods #### Difficulty Heatmaps: - % failed due to timeout (Fuse expiry) - Near-miss rate pre-failure threshold - Pity open frequency usage stats Ideal for future optimization patches. --- ## 📅 Version Roadmap (Prioritized Features) | Ver | Features Included | |--------|-----------------------------------------------------------------------------------------------------------------------------| | v2.1 | Finalize balancing tables, implement pity open logic, adjust labels ("Deposit" ➝ "Smelt", better terminology) | | v2.2 | Add two additional lock quirks, introduce permanent relic slots, enable daily seeded lock configurations | | v2.3 | Biome 2 rollout (Ice zone), chain scoring bonus refinement, craftable item creation | | v2.4 | Unique Boss lock designs per biomes + leaderboards (local stats tracking only), dev overlays with debug telemetry dashboard | Future considerations held out: - Narrative threads, meta progression trees, trading economy, network multiplayer — outside scope currently --- ## ❌ What's NOT Planned Yet These have been explicitly marked as non-goals till MVP reaches polished state: ✅ No offline passive income loops ✅ No prestige meta layer ✅ No social mechanics (chat, clans) ✅ No trading systems or cross-player interactions ✅ No server-side persistence beyond sync saves Kept ultra-honed! --- ## 👏 Summary Takeaway DynaLock Miner delivers **instant gratification-driven rhythm-based puzzles wrapped in satisfying mining RPG trappings**, ideal for hypercasual and idle fans alike. It balances tight skill-expression moments (`checking combinations`) under moderate time pressure, with long-term progression through smart upgrade pathing, meaningful relic unlocks and evolving world settings (biomes). If you’re looking to begin production: prioritize lock mechanic validation, then iterate quickly using telemetry insights to fine-tune pacing, scoring curve, drop rates, difficulty cliffs, and UI clarity around decision moments like selecting optimal blasts post-landing. Would love to see what comes from building upon it! Let me know if you'd like help creating actual code prototypes for elements like scoring engine, lock generator, or basic SVG asset pipeline examples.
Here’s a practical “turn-it-into-software” package for DynaLock Miner. Feel free to cherry-pick sections or ask for deeper dives in any area. -------------------------------------------------------------------- 1. Minimum playable slice (MPS) – 10-day goal -------------------------------------------------------------------- Day 1–3 • Core scene (Unity or Godot) with camera, canvas, and input module • Reel prefab: 16×16 SVG → RenderTexture → RectTransform • LockManager (Singleton) – Holds 5 ReelRefs, FuseTimer, Requirement, FlickPool – Public events: OnCheck, OnJam, OnOpen, OnFuseFail • Simple scoring table as ScriptableObject/JSON Day 4–5 • Check button + keyboard spacebar mapping • Fuse UI (fill bar) + tick SFX loop • Result dialog (ore rain stub with 2 sprite kinds) • Basic “Shop” overlay with one static Oil item Day 6–7 • Blast placement scene with click-to-dig, basic circle mask • Ore objects (Stone, Iron) → auto-collect toggle • Smelt pop-up converts ore → coin int Day 8–10 (polish & telemetry) • Chill-mode toggle stores to PlayerPrefs • Basic analytics dump to console (JSON line per lock) • Pause on focus loss + restart from title Deliverable: single-scene build that lets designers verify 20-40 s reward cadence. -------------------------------------------------------------------- 2. Code architecture (Unity-flavored C#; translate freely) -------------------------------------------------------------------- GameController.cs (boot strapper) – Loads SettingsSO, creates Services (Audio, Save, Telemetry) LockManager.cs public void StartLock(LockTier tier, LockQuirk quirk) Update(): FuseTimer.Tick(dt) private void HandleCheck() – EvaluateScore() – Requirement -= score – Invoke events → UI & SFX Reel.cs – int value (1-6) – int flicksLeft – bool jammed – void Flick(bool useQuirk) – SpriteRenderer / TextMesh update ItemSystem.cs – enum ItemType {Oil, Wild, Freeze, Mult, Scout} – ConsumableItem Apply(ItemContext ctx) BlastGrid.cs – int[,] oreTable (size 32×18) – void PlaceBlast(Vector2Int tile, int radius) – Spawn ore pickups, compute chain bonus Pickup.cs – OnClick() add to Inventory; AutoCollect routine polls radius every 0.2 s EconomyManager.cs – Dictionary<Ore,int> inventory – int coins – void Smelt(Ore o) => add coins = o.value * sellMultiplier UpgradeSystem.cs – List<UpgradeLevel> persistent; Save/Load JSON RelicSystem.cs – Slots array; modifies GameSettings at lock start TelemetryService.cs – StartLock(), EndLock() – write CSV/JSON row with fields in spec -------------------------------------------------------------------- 3. Key algorithms -------------------------------------------------------------------- Score evaluation (runs every Check): int[] counts = new int[7]; // 1-6 foreach(val in reels) counts[val]++; bool isStraight(int len) { … } // look for consecutive counts>0 int best = 0; if(counts.Any(c==5)) best = 300; // Yahtzee else if(counts.Any(c==4)) best = 120; else if(isStraight(5)) best = 90; else if(counts.Any(c==3) && counts.Any(c==2)) best = 60; else if(isStraight(4)) best = 40; else if(counts.Any(c==3)) best = 25; else if(counts.Count(c=>c==2)==2) best = 18; else if(counts.Any(c==2)) best = 8; Apply StraightBoost/SetBoost multipliers, then optional SumBooster. Fuse timer: real-time, pausable remaining = maxFuse – (Time.time – start – pausedDelta) Blast chain bonus: if (distance(lastCenter, newCenter) < lastRadius + newRadius) rewardMultiplier += 0.2f; -------------------------------------------------------------------- 4. Data files (tuned by designers, hot-reloaded) -------------------------------------------------------------------- lock_tiers.json [ { "name":"Easy", "req":50,"fuse":20,"flicks":3 }, … ] scoring.json { "pair":8,"twoPair":18,…} items.json [ { "id":"Oil", "icon":"oil_can", "desc":"Unjam one reel", "craft":[{"Stone":3},{"Iron":1}]}, … ] -------------------------------------------------------------------- 5. UI/UX check-list -------------------------------------------------------------------- • Hitboxes ≥48 px on 1080p • Digit font: Inter Black, outline 2 px HC mode • Colorblind palettes: Protanopia, Deuteranopia, Tritanopia → swap reds/greens • ARIA live region: announce “Requirement 65 remaining” every Check -------------------------------------------------------------------- 6. Art pipeline -------------------------------------------------------------------- 1. Designer sketches in Figma at 16×16 grid, exports SVG. 2. Pre-build script (Node) runs: – Optimizes paths via SVGO – Adds #id hashes for theme swapping 3. Unity SVG Importer → generates SpriteAssets at 256 PPU, Point filter 4. Single ScriptablePalette swaps biome colors by setting MaterialPropertyBlock. -------------------------------------------------------------------- 7. Balance knobs to expose in remote config -------------------------------------------------------------------- • Fuse base times per tier • Scoring constants table • Ore value scaler (float) • PityOpenThreshold (0-1) • ShopPriceVariance % -------------------------------------------------------------------- 8. Milestone roadmap (post-MPS) -------------------------------------------------------------------- Sprint 2 (2 weeks): • Add Medium & Large lock tiers, reroll limit UI, jam badge animation • Implement Oil & Wild items fully • Save/Load persistent upgrades Sprint 3: • Blast chain bonus, ore grid variety by biome, Auto-Collect upgrade • Analytics to Firebase or PlayFab Sprint 4: • Boss lock + first quirk (Uniq-Only), relic UI, daily seed • Chill-mode balancing pass, difficulty heat-map dashboard Sprint 5: • Second biome (Ice) visuals + slip mechanic, crafting panel • Sound pass, accessibility full audit -------------------------------------------------------------------- 9. Risks & mitigations -------------------------------------------------------------------- Risk: Lock game feels too RNG-heavy. Mitigation: Early upgrade “Hot Start” + Greased Gears, generous pity-open. Risk: Blast placement slow on large grids (mobile). Mitigation: Use lightweight sprite masks, cache crater verts, disable Physics2D. Risk: UI readability on 4:3 & ultrawide. Mitigation: Safe area anchors + letterbox bars for <16:9. -------------------------------------------------------------------- 10. What next? -------------------------------------------------------------------- 1. Confirm engine choice + target platforms. 2. Approve art palette and 16×16 constraint. 3. Green-light MPS schedule; assign 1 UI/UX, 1 gameplay, 1 artist, 1 QA. 4. Stand-up in seven days with Easy-tier lock fully playable. Let me know which subsystem or document you’d like expanded—e.g., full scoring test suite, crafting UI mock-ups, or a JSON schema for telemetry events.
This is an excellent, well-structured Game Design Document. It's clear, concise, and demonstrates a strong vision. The North Star is a fantastic guidepost, and most of the design decisions align with it beautifully. Here is a detailed critique and set of recommendations, framed to help you strengthen the concept and stay true to your "zero stress, fast dopamine" goal. ### High-Level Feedback Your core concept is rock-solid. The fusion of a timed Yahtzee-like puzzle with a mining/upgrading loop is compelling and has a proven track record in the casual/idle space. The document's structure is professional, covering everything from the core loop to accessibility and telemetry. The biggest potential points of friction, which slightly contradict your North Star, are: 1. **The "Used Reels" Reroll Mechanic:** This is the most significant point of concern. It introduces a layer of cognitive load and potential punishment that could be frustrating. 2. **Minor Economic Ambiguity:** The "Smelt or Stash" decision point and crafting system could add unnecessary friction to an otherwise lightning-fast loop. 3. **Random Negative Outcomes:** Certain mechanics (like the Ice Biome's "slip") introduce negative randomness that removes player agency, which can be a source of stress. --- ### Detailed Analysis & Recommendations #### 1. Core Loop & North Star Alignment The loop is great. The goal of a reward every 20-40s is perfect. * **Pity Open:** You mention "pity open" in the North Star but don't define it in the mechanics. This is a critical feature for "no fail dead ends." * **Recommendation:** Define this clearly. A great implementation would be: if the fuse runs out, the lock opens anyway but yields only a small, fixed amount of loot (e.g., 25% of the ore or just Stone). This ensures the player always moves forward, reinforcing the "zero stress" pillar. #### 2. Lock Minigame & Scoring (CRITICAL) This is the heart of the game, and one rule stands out as potentially problematic. * **The Rule:** "Used reels reroll and lose 1 flick. Unused stay." * **The Problem:** This punishes players for scoring small combos. Imagine a player rolls `[1, 1, 3, 4, 5]`. They want to score the `Pair` (8 points) but also keep the `3, 4, 5` to build towards a `Straight`. Your rule forces a difficult choice: * A) Score the Pair -> the `1`s are rerolled, destroying the Straight potential. * B) Don't score the Pair -> get 0 points for this `Check`, essentially wasting a turn. * This creates analysis paralysis and feels punishing, directly fighting your "frictionless inputs" and "fast dopamine" goals. * **Recommendation 1 (Simpler):** Adopt a classic Yahtzee "hold" mechanic. * A `Check` consumes 1 "turn" (out of a max of, say, 3-4 turns per lock). * Flicking a reel costs a "flick" resource. * Between checks, players can **lock/hold** reels they want to keep. This is intuitive, fast, and allows for strategic building. * The "Flicks" resource can be renamed to prevent confusion or just be the cost of rerolling individual dice. This model is proven and highly frictionless. * **Recommendation 2 (Keeping Your System):** If you're attached to the current mechanic, clarify what "Used" means for combos like Straights or Full Houses. A softer version could be: * Only the reels that *form the highest-value part of the combo* are "used." In a Full House (e.g., `3,3,3,2,2`), only the three `3`s are rerolled. The `2`s stay. This reduces the penalty but keeps the core idea. * **Scoring Balance:** `Yahtzee (300)` is a massive jump from `Four-of-a-Kind (120)`. This is fine, but be aware it can create "jackpot-or-bust" feelings. The low value of `Pair (8)` vs. an `Easy Req (50)` makes the first few checks feel unrewarding. * **Recommendation:** Consider slightly increasing the value of lower-tier combos (Pair: 10, Two Pair: 25) to make every `Check` feel like meaningful progress. The `Set/Straight Boost` upgrades will later make specializing feel powerful. #### 3. Economy & Blast Placement The reward phase is well-defined, but the processing could be smoother. * **Smelt or Stash:** This choice implies a constraint. Does smelting take time? Is there limited smelter capacity? This is an extra decision that can slow the player down. * **Recommendation:** To maximize the "frictionless" goal, consider making smelting automatic and instant. Ore is immediately converted to Coins. Your persistent inventory could be for special items like `Blueprints`, `Relics`, and crafted items, not raw materials. This keeps the focus on the next lock. * **Crafting:** The recipes are simple, but the act of crafting can interrupt the flow. * **Recommendation:** Make crafting a "one-click" action in the shop. A button could say "Craft All Possible Items," which instantly consumes the required ore from your stash (if you keep it) and gives you the items. This removes the need for mental math. #### 4. Biomes & Quirks Great ideas for late-game variety. * **Ice Biome "Slip":** A reel flicking twice randomly (5% chance) removes player agency and can feel unfair, especially when it ruins a good setup. It causes stress, which is contrary to the North Star. * **Recommendation:** Replace "slip" with a predictable challenge. For example: "Frozen Reels." At the start of a turn, a reel might become frozen (visually indicated with ice). A frozen reel requires an extra flick to roll. This presents a resource-management challenge, not a random punishment. * **Quirks:** The quirks are excellent design. They force players to adapt their strategies rather than just deal with random chance. `Static` and `Mirror` are particularly brilliant. #### 5. Items & Upgrades This is a very strong section. The items are clear, and the upgrades target specific pain points and playstyles. * **Sum Booster:** The description is slightly ambiguous. "add total of all digits to a combo once per lock." * **Clarification/Suggestion:** Does this mean `Score = Combo Value + Sum of Digits`? Or can you use it *instead* of a combo, where `Score = Sum of Digits`? The latter is more like the "Chance" category in Yahtzee and is a great "pity" option for a bad roll. I'd recommend that implementation for clarity and utility. ### Clarification Questions 1. **Check Action:** Does pressing `Check` consume a resource (like a turn or a "check token"), or can you press it as many times as you want until the fuse runs out? 2. **Pity Open vs. Failed Run:** If the fuse runs out and you get a "pity open," does that count as clearing the field for progression purposes? Or do you have to try the lock again? 3. **Shop Refresh:** Does the shop refresh with new items after every *lock* or after every *run* (session)? "Per run" is stated, which feels a bit slow if a run is 6-10 minutes. ### Summary You have the blueprint for a wonderfully addictive and satisfying game. The design is 95% of the way there. My core recommendation is to **re-evaluate the "Used reels reroll" mechanic** in favor of a more traditional and intuitive "hold" system. This one change will have the largest positive impact on aligning your gameplay with your "zero stress, frictionless" North Star. By implementing a clear Pity Open and smoothing out the minor friction in the economy and biome mechanics, you will be perfectly positioned to deliver on your core fantasy. Excellent work.
This is a **fantastic and comprehensive design spec** for an accessible, frictionless “slot-n-crack” lock cracking roguelite! Here’s a **quick breakdown** with some feedback, key themes I see, and possible pitfalls/next steps for you: --- ## Strengths - **Framing and North Star**: “Zero stress. Fast dopamine. Frictionless inputs.” is *clear and actionable*. The “no fail dead ends” with **pity progress** is great for flow. - **Fast Core Loop**: Completing a lock, triggering a satisfying blast, and collecting loot every 20–40s is inherently appealing. - **Input + Accessibility**: Mouse-first, keyboard shortcuts, large hitboxes, colorblind palettes, ARIA updates—extremely modern and inclusive! - **Lock Minigame**: The “flick”/roll mechanic plus resource-limited jamming pushes tactical decisions without harsh punishment. - **Scoring System**: Poker/Yahtzee patterns are familiar but not overused in video games, so there’s satisfying recognition and short-term mastery. - **Persistent Upgrades, Consumables, Crafting**: Well-layered longevity and strategic options. - **Economy and Biomes**: Offers progression and meaningful material upgrades without complexity bloat. - **Well-considered Art/Audio/UX Targeting**: “SVG pixel” keeps scope in check. Audio details and modularity are lightweight but add a lot. --- ## Watch For / Open Questions - **Session Length Targets**: 2–4 locks per 6–10 min run is a good call, but if each lock is 20–40s, is the “post-core-loop” decision time (shop, blast, etc) adding significant overhead? - **Difficulty Tuning**: Targeting 40–70% success rates means you’ll need very granular difficulty adjustment. The “pity open” helps, but you may need soft calibration early. - **Blast Placement**: Is blast placement tactical or mainly a reward animation? If blast placement never/rarely matters, that step could be a speedbump. - **Reel Math**: With 5 reels, digits 1–6, and 3–4 flicks, odds for the higher combos (Full House, Yahtzee) need careful balance or most checks will be pair/two-pair. Consider adding “combo rollovers” or ways to aim for the top combos with risk/reward. - **Boss Quirks and Late Game**: Ensure quirks feel like “new puzzle pieces” not just more randomness. “Uniq-Only” and “Mirror” can cause frustration if you don’t have control or anticipation. - **Telegraphing Feedback**: Make *flicks, jam status*, and the *fuse timer* state **always** clearly visible and readable under pressure. --- ## Suggestions - **Tutorialization**: A 30–60s “show, don’t tell” first run; let players no-input-watching to see how a lock opens and what a “flick” does. - **Visual Expressiveness**: Use fuse/lock visual cues to show “danger” or “combo” states (animations, glow). - **Optional Auto/Flow**: Unlockable “auto-collect” and/or automation for pickup to cut one repeated step for advanced players. - **Relic Clarity**: Relics are a major long-term motivator—maybe let early ones “preview” as shadowed/unlocked so players desire them. --- ## Final Thoughts - **Documentation**: This spec is wonderfully clear. If you make a prototype or vertical slice, this will help keep the team/yourself focused. - **Minimize Cognitive Load**: Playtest for people new to both poker hands and roguelite mechanics—can new users *immediately* get “flicks, combos, check” in <60s? - **Celebrate Progress**: Reward near-miss, “firsts” (first straight, first full house, first jam), and “bonus” moments frequently. - **Prioritize the Fun**: Keep iterating on the lock mini-game pacing and the sound/visual burst when you succeed! If you need **sample UI wireframes, loot tables, balancing spreadsheets, or a quick code snippet for the lock mechanic**, let me know! **A+ work. Can’t wait to see it playable.**
Below is a **prototyping-ready “vertical slice” package** you can hand to a solo-dev, a two-person team, or a junior studio and get a **playable web build in one week** without cutting the creative pillars. ------------------------------------------------ 1. WEEK-BUILD SCOPE ------------------------------------------------ Goal: one unlockable biome (Cave), one boss lock, full core loop, telemetry stub, no audio. Cuts that do NOT hurt fantasy - Only 3 reel values (1-4) instead of 1-6 - Only 3 items (Oil, Freeze, Wild) - One quirk (Static) kept for boss - No relics, no crafting, no chain blast bonus - Ore grid = 5×5 (instead of 8×8) - Shop is 3 fixed buttons (no random stock) Still delivers - 2-4 locks / 6 min - 20-40 s reward cadence - Chill toggle - All QoL (big hitboxes, pause on blur, colour-blind A, reduced motion) - Telemetry events fired (but not sent anywhere) ------------------------------------------------ 2. ASSET CHECKLIST (SVG 16×16, 8 colours max) ------------------------------------------------ Done in Figma in 90 min: UI - 0-9 digits (10) - Fuse bar (empty + 4 fills) - 3 icons: Check, Shop, Settings - Jam badge (nut/bolt) - Item icons: oil-drop, snowflake, star - Ore: stone (grey cube), iron (dark ingot), gold (bright ingot), gem (blue diamond) - Crater mask (single 16×16 circle with transparent hole) - Coin (yellow circle with \$) - Blueprint scroll (tan) Biome palette (Cave) #0F0F11 bg #464647 reel #FFB43D highlight #D92727 jam #7EC8C4 freeze #5C5CFF oil #FFE37A gold #FF4B4B fuse Export: sprite sheet 256×64, each icon 16×16, 2× scaling in engine = 32×32 crisp. ------------------------------------------------ 3. DATA TABLES (JSON already typed) ------------------------------------------------ Easy: req 40, fuse 18 s, flicks 3 Med: req 90, fuse 22 s, flicks 3 Boss: req 160, fuse 28 s, flicks 4, quirk "Static" (reel-2 jammed at start) Scoring unchanged (scaled 0.8× because digits 1-4). Item prices: Oil 10c, Freeze 15c, Wild 25c. ------------------------------------------------ 4. CODE ARCHITECTURE (TypeScript + PixiJS v7) ------------------------------------------------ Folder skeleton /src main.ts // bootstrap, resize, chill toggle /model lock.ts // reels, flicks, fuse, req, scoreLogic() inventory.ts // coins, ore counts shop.ts // static price list /view reelGrid.ts // 5 reel sprites, digit text, jam overlay fuseBar.ts // simple graphics fill oreField.ts // 5×5 grid, blast placement, pop animation hud.ts // coins, ore, settings button /control stateMachine.ts // Shop -> Lock -> Blast -> Collect -> Smelt -> Shop input.ts // big hit-box maths, space/enter support /telemetry stub.ts // console.log JSON events Lock flow (pseudo-code) function onCheck() { const combo = scoreLogic(reels); const points = combo.value * (itemMultiplier ? 1.5 : 1); requirement -= points; useReels(combo.usedIndices); // lose 1 flick on used if (requirement <= 0) openLock(); else if (fuse <= 0) pityOpen(); } No random loot tables yet; every opened lock drops: - 60 % 5 stone, 3 iron - 30 % 4 stone, 4 iron, 1 gold - 10 % 3 stone, 3 iron, 2 gold, 1 gem ------------------------------------------------ 5. TUNING CONSTANTS (easy to tweak in one file) ------------------------------------------------ export const TUNING = { easyReq: 40, medReq: 90, bossReq: 160, baseFuseEasy: 18, pityMul: 0.5, // % of normal loot on timeout chillMul: 0.7, blastRadius: 1.5, // grid cells orePopDuration: 220, // ms }; ------------------------------------------------ 6. ACCESSIBILITY QUICK WINS ------------------------------------------------ - ARIA: div with aria-live="polite" updated with “Requirement 40, 18 seconds left” every 3 s - Colour-blind A palette: replace green/red with blue/orange in fuse & jam badges - Reduced motion: @media (prefers-reduced-motion) { * { animation-duration: 0.001s !important; } } ------------------------------------------------ 7. PLAYTEST SCRIPT (15 min) ------------------------------------------------ 1. Start game → buy 1 Oil → open Easy lock within 3 checks → timer must feel “snug but fair” 2. Skip shop, enter Medium → purposely fail by letting fuse run out → verify pity loot still allows next purchase 3. Chill mode on → fuse disappears, loot reduced ~30 %, stress zero 4. Boss with Static → reel-2 starts jammed → use Oil → successfully open → telemetry prints “bossOpen:true,itemsUsed:1” ------------------------------------------------ 8. NEXT WEEK HOOKS (already stubbed) ------------------------------------------------ - Telemetry class exports to window.postMessage → later plug Firebase - OreField has method `applyChainBonus()` commented out → v2.3 - Shop already reads `stock[]` from JSON → randomiser can be dropped in - Relic slots UI drawn disabled → turn on when data arrives ------------------------------------------------ 9. ONE-PAGE CHEAT SHEET FOR PLAYERS ------------------------------------------------ (Shown on first run, dismissible) Crack the 5-digit lock before the fuse burns out 1. Click a reel to re-roll it (costs 1 flick). 2. Hit Check to score your best combo and lower the Requirement. 3. Used reels spin again and lose a flick; unused reels stay. 4. Items help: Oil un-jams, Freeze adds time, Wild sets any reel. 5. Open the lock → place a blast → collect ore → smelt for coins → upgrade gear → repeat. Chill mode removes the fuse entirely. Toggle any time. ------------------------------------------------ 10. DELIVERABLES CHECKLIST ------------------------------------------------ ✅ index.html single bundle under 400 kB ✅ runs local (file://) and itch.io ✅ telemetry console dump copy-pasteable for balance ✅ sprite sheet, JSON constants, TypeScript source, README build steps ✅ 60 fps on 2018 Chromebook ✅ 3-day playtest feedback sheet (Google Form link included) Build command (Vite) npm i npm run dev // hot reload npm run build // dist/ ready to zip ------------------------------------------------ Use this package and you’ll have a **tight, feel-good minute-to-minute loop** that already hits the “zero-stress, fast dopamine” North Star—and a clean runway for the full feature set.
### DynaLock Miner Game Design Document --- ## North Star - **Zero stress**: Fast dopamine rewards. - **Frictionless inputs**: Always a reward within 20–40 seconds. - **Core fantasy**: Crack a timed 5-digit lock, place blast, watch ore shower, upgrade. - **No fail dead ends**: Missed goals still yield progress (reduced loot or pity open). --- ## Core Loop - **Shop** → **Lock minigame** → **Blast placement** → **Drag/auto-collect** → **Smelt or stash** → **Shop** → repeat. - **Session target**: 2–4 locks per 6–10 minute run. A boss lock gates the next biome. --- ## Input + QoL - **Primary input**: Mouse click on reels and ore. - **Optional keyboard**: Space = Check, G = Start. - **Features**: Large hitboxes, readable digits, colorblind palettes, pause on focus loss, instant restart. - **Chill mode**: Fuse disabled, -30% rewards. Always visible toggle. --- ## Lock Minigame - **5 reels**: Digits 1–6. Each reel has limited flicks. Flick rerolls the reel. - **Check**: Press to score best current combo. Reduces the requirement total. - **Used reels**: Reroll and lose 1 flick. Unused stay. Reels jam at 0 flicks. - **Items**: Apply directly during the lock. - **Fuse**: Real-time bar that shrinks. Chill mode removes it. --- ## Scoring - **Pair**: 8 - **Two Pair**: 18 - **Three-of-a-Kind**: 25 - **Small Straight (4)**: 40 - **Full House**: 60 - **Large Straight (5)**: 90 - **Four-of-a-Kind**: 120 - **Yahtzee (5-kind)**: 300 - **Bonus**: Straight +20%/lvl, Set +20%/lvl via upgrades. - **Sum Booster**: Add total of all digits to a combo once per lock. --- ## Lock Tiers - **Easy**: Req 50, Fuse 20s, Flicks 3 - **Medium**: Req 120, Fuse 25s, Flicks 3 - **Large**: Req 200, Fuse 30s, Flicks 4 - **Boss**: Req 300, Fuse 35s, Flicks 4, Quirk active --- ## Lock Quirks (Late-Game) - **Uniq-Only**: Only straights score. - **Even-Odd**: Combos with alternating parity +25%. - **Mirror**: Flicking a reel mirrors the opposite. - **Static**: Random reel starts jammed. --- ## Items (Run Consumables) - **Oil**: Unjam one reel, +1 flick. - **Wild Die**: Set one reel to any value. - **Freeze**: Pause fuse 3s. - **Multiplier**: x1.5 next Check. - **Scout**: Reveal next roll for all reels until Check. --- ## Upgrades (Persistent) - **+Flick**: +1 base flick per reel (cap 5). - **+Fuse**: +10% fuse time (cap 3 levels). - **Straight Boost**: +20%/lvl to small/large straights (cap 3). - **Set Boost**: +20%/lvl to sets/full house (cap 3). - **Greased Gears**: First jam per lock auto-clears. - **Hot Start**: Start each lock with a guaranteed Pair. - **Auto-Collect**: Pickups vacuum to inventory. --- ## Blast Placement - **Choose a point**: On the ore grid after open. - **Radius**: Equals dynamite tier. - **Chain bonus**: If overlap touches previous crater edges. - **Default**: One blast per field. “Extra Charge” as a rare drop. --- ## Ore and Values - **Stone**: 1 - **Iron**: 3 - **Gold**: 5 - **Gem**: 10 - **Pickup effect**: Satisfying pop, optional trail to HUD, auto-deposit if unlocked. --- ## Economy - **Coins**: From smelting. - **Ore**: Stored until smelted. - **Blueprints**: Unlock features. - **Crafting**: Optional midgame. - **Oil**: 3 Stone + 1 Iron - **Freeze**: 2 Iron - **Wild**: 1 Gem --- ## Progression - **Clear N fields**: Boss lock with a quirk → unlock next biome + relic slot. - **Relics**: Permanent slots. - **+1 reel preview** - **Fuse floor 5s** - **+10% coins** - **+1 reserved reel** --- ## Biomes - **Cave**: Standard ore table. - **Ice**: More gems, slower fuse by -10%, reels can “slip” and flick twice 5%. - **Ember**: More gold, fuse ticks faster +10%. - **Crystal**: High gem rate, new quirk always active. --- ## Art Bible (SVG Pixel Style) - **16×16 base “tiles”**: For all UI tokens. Scale uniformly. - **Assets list**: - Reels, digits, jam badge, oil can, wild star, freeze vial, multiplier chip, scout lens. - Fuse bar, spark with glow, check icon, meter fill. - Ore tiles for stone/iron/gold/gem; crater masks; pickup tokens. - Shop icons, coin, blueprint scroll, relic frames, biome badges. - **Palette**: Per biome. Keep 6–8 colors + highlight. --- ## Audio (Optional) - **Soft tick on fuse**: Pop on pickup. Thunk on Check. Puff on jam. Sub-bass on open. - **Volume slider**: Reduce FX in Chill mode. --- ## Accessibility - **Colorblind presets**: Reduced motion, left-hand layout, high-contrast font for digits. - **ARIA live region**: For fuse and requirement updates. --- ## Tuning Targets - **Easy success**: ~70% - **Medium success**: ~55% - **Large success**: ~40% - **Boss success**: ~50% post-upgrades. - **Reward every 20–40s**: Smelt value scales linearly to avoid grind walls. --- ## Telemetry - **Per-lock**: Time to open, checks count, best/actual combo, flicks used, jams, items used. - **Economy**: Ore per minute, coins per minute, shop purchase rates. - **Difficulty heatmap**: Fuse failures, near-miss rate, pity opens. --- ## Roadmap - **v2.1**: Finalize scoring tables, add pity open, rework button labels (Deposit vs Smelt). - **v2.2**: Add two quirks, first relics, daily seed. - **v2.3**: Biome 2 + chain bonus + crafting. - **v2.4**: Boss variants, leaderboards (local), analytics overlay. --- ## Out of Scope (For Now) - **Meta narrative, quests, prestige trees, offline idling. - **Multiplayer and trading**. --- This game design document provides a comprehensive overview of the DynaLock Miner game, covering its core loop, input mechanics, minigame, scoring, items, upgrades, blast placement, ore values, economy, progression, biomes, art style, audio, accessibility, tuning targets, telemetry, roadmap, and features that are currently out of scope.
Thank you for sharing this detailed game design document for *DynaLock Miner*! It looks like a well-thought-out roguelike/mining game with strong Yahtzee-inspired mechanics, progression systems, and a focus on accessibility and player satisfaction. The core loop seems addictive and low-friction, aligning perfectly with your "zero stress, fast dopamine" north star. I'll provide some structured feedback, suggestions for refinement, and potential next steps based on the spec. If this isn't what you intended (e.g., if you want me to generate code, mockups, or something else), let me know! ### Overall Strengths - **Core Fantasy and Loop**: The lock-cracking → blast → collect cycle is elegant and thematic. Tying it to Yahtzee scoring is clever—it leverages familiar mechanics while adding tension with flicks, jams, and the fuse. No-fail states (e.g., pity opens) ensure progression feels rewarding, avoiding frustration. - **Pacing**: Targeting 2-4 locks per short session with rewards every 20-40s is spot-on for mobile/casual play. Chill mode is a great inclusivity feature. - **Progression**: Biomes, relics, and upgrades provide meaningful depth without overwhelming complexity. The boss lock as a gatekeeper adds stakes. - **Economy and Items**: Balanced consumables (e.g., Oil, Wild Die) and persistent upgrades encourage experimentation. Crafting as optional midgame fits the "frictionless" ethos. - **Tuning and Telemetry**: Clear targets for success rates and telemetry show foresight for iteration. This will help balance the game post-launch. ### Potential Improvements and Suggestions Based on the spec, here are some thoughts to enhance clarity, balance, or fun. These are constructive—your foundation is solid! #### Gameplay Mechanics - **Lock Minigame**: - The flick system is innovative, but consider adding visual/audio feedback for "near-misses" (e.g., a subtle glow on reels that could form a combo if flicked). This could heighten dopamine without changing balance. - Sum Booster feels like a nice wildcard, but specify if it's a shop item or rare drop. If it's single-use per lock, it might encourage hoarding—maybe add a small cooldown or make it refresh on pity opens. - Quirks are a great late-game spice. For **Mirror**, ensure it's intuitive (e.g., reels 1 mirrors 5, 2 mirrors 4, center is neutral). **Static** could have a variant where the jammed reel is pre-set to a high-value digit for risk/reward. - **Scoring**: - Bonuses (+20%/lvl) are clear, but calculate examples in the doc for devs/testers (e.g., Level 2 Straight Boost on Large Straight: 90 * 1.4 = 126). This helps with tuning. - Yahtzee at 300 is a huge payoff—lean into it with a special animation (e.g., explosive confetti) to make it memorable. - **Blast Placement and Ore Collection**: - Chain bonus is intriguing for strategy. Define the multiplier clearly (e.g., +10% ore per connected crater, up to 50%). If "Extra Charge" is rare, make it feel special—perhaps it auto-targets high-value ore clusters. - Auto-collect upgrade is QoL gold. For drag collection, add a "sweep" gesture for touch devices to keep it frictionless. - **Biomes**: - These add variety without bloat. For **Ice**, the 5% slip chance could be mitigated by a relic (e.g., "Traction Boots: Negate slips"). **Crystal** with always-active quirks might need tuning to hit your ~50% boss success rate—telemetry will be key here. #### UI/Art/Audio/Accessibility - **Art Bible**: SVG pixel style is efficient for scaling. Your asset list is comprehensive—prioritize reels and ore pickups for polish, as they're core to the fantasy. For palettes, suggest a base (e.g., earthy grays/browns for Cave) with swaps (e.g., blues/whites for Ice). - **Input/QoL**: Large hitboxes and pause-on-focus-loss are excellent. Add a tutorial pop-up for first lock (e.g., "Flick to reroll! Check to score!"). - **Audio**: The described SFX (pops, thunks) fit a satisfying loop. In Chill mode, reducing FX volume is smart—consider muting the fuse tick entirely for ultimate zen. - **Accessibility**: Strong start with colorblind modes and ARIA. Add screen reader support for combo announcements (e.g., "Three of a Kind scored: 25 points"). #### Economy and Progression - **Shop and Crafting**: Drifting prices based on scarcity adds dynamism. For crafting, ensure recipes are discoverable (e.g., via blueprints) to avoid guesswork. - **Relics**: These seem powerful—limit to 3-4 slots max to prevent overpowered builds. "+1 reserved reel" could mean locking a reel from jamming, which ties back to core tension. - **Tuning Targets**: Your success rates feel achievable. Monitor "near-miss rate" in telemetry to adjust Req values if players rage-quit on Medium/Large locks. #### Roadmap Feedback - **v2.1**: Pity opens are crucial—define them (e.g., if fuse expires, auto-score at 50% efficiency with minimal loot). Reworking labels (Deposit vs. Smelt) clarifies intent. - **v2.2**: Daily seeds could enable challenges (e.g., "High Score on Seed #123"). Relics first—prototype 4-5 to test balance. - **v2.3+**: Biomes and crafting ramp up complexity nicely. Leaderboards (local) keep it solo-friendly; analytics overlay for power users is a nice touch. - **Out of Scope**: Wise to exclude meta elements for now—this keeps the game focused and shippable. ### Potential Risks and Mitigations - **Balance Pitfalls**: Early locks might feel too easy (70% success), leading to boredom. Add optional "Hard Mode" toggle for veterans (+Req, -fuse, +rewards). - **Scope Creep**: Stick to the roadmap—v2.4's boss variants could balloon if not scoped (e.g., limit to 2-3 per biome). - **Technical**: For a web/mobile game, ensure SVG assets load fast. Telemetry should be opt-in for privacy. ### Next Steps If you're developing this, I recommend: 1. **Prototype**: Build a minimal version (one lock tier, basic shop, Cave biome) in a tool like Unity, Godot, or even JavaScript for web. 2. **Playtesting**: Test with 10-20 players focusing on session length and fun factor. 3. **Tools**: Use Figma for UI mockups, Aseprite for pixel art, and Google Analytics for telemetry. This spec has huge potential for a fun, replayable game—reminiscent of *Slay the Spire* meets *Dicey Dungeons* with a mining twist. What do you need help with next? Code snippets, balance calculations, art ideas, or something else? Let's iterate!
Your **DynaLock Miner** design is a tight, dopamine-focused mining/lock-cracking hybrid with clear progression hooks and strong accessibility/QoL foundations. Here’s a distilled breakdown with key insights and potential refinements: --- ### **Strengths** 1. **Addictive Core Loop** - The 20–40s reward cadence + "no dead ends" philosophy aligns perfectly with low-stress, high-satisfaction goals. - *Blast placement* as a skill-based reward multiplier (chain bonuses) adds tactile engagement after cerebral lock-solving. 2. **Smart Risk/Reward Tension** - *Fuse timer* vs. *flick management* creates meaningful urgency without frustration (especially with Chill Mode as a valve). - *Quirks* (e.g., *Mirror*, *Static*) elegantly escalate complexity without bloating rules. 3. **Scalable Progression** - *Biomes* modify core mechanics (e.g., Ice’s "slip" chance) instead of just reskinning. - *Relics* and *upgrades* target distinct playstyles (e.g., *Straight Boost* for planners, *Hot Start* for speedrunners). --- ### **Key Considerations** 1. **Lock Minigame Clarity** - Ensure players intuitively grasp: - *Used vs. unused reels* after *Check* (visual cues like dimming/glow?). - *Jam* penalties (e.g., reel "cracks" at 0 flicks). 2. **Economy Balancing** - *Crafting costs* might bottleneck early-game if Wild Die requires Gems (high variance). Consider: - Let players *stash* 1–2 ores per run to enable long-term crafting. - Add a *basic Wild Die* (1–3 rerolls) as a starter item. 3. **Boss Lock Tuning** - A 50% success rate *post-upgrades* risks feeling punitive if upgrades are grind-heavy. Mitigate with: - *Pity opens* scaling with failed attempts (e.g., +5% Requirement reduction per fail). - *Quirk telegraphing* (e.g., Boss preview shows "Static active" before starting). 4. **Biome Identity** - *Crystal’s "always active quirk"* could overwhelm new players. Gate it behind a mid-biome checkpoint or let players toggle quirks for reduced rewards. --- ### **Polish Opportunities** - **Blast Placement Feedback** - Show *chain bonus potential* with a faint outline before committing to a blast. - **Item Synergies** - *Scout* + *Multiplier* could feel OP—add a cooldown ("Scout locks reels for 1s after use"). - **Audio Design** - *Fuse ticks* should accelerate subtly in the last 5s to subliminally signal urgency. --- ### **Roadmap Priorities** 1. **v2.1 Pity Opens** - Implement *dynamic Requirement reduction* (e.g., -10% per failed Check) to soften streaks of bad RNG. 2. **v2.2 Relics** - *+1 reserved reel* (persistent digit between locks) could trivialize straights—balance by making it ignore *Set Boost*. 3. **v2.4 Leaderboards** - Track *ore/minute* and *highest combo* separately to reward both speed and strategy. --- ### **One Bold Suggestion** Add a **"Lucky Strike"** mechanic: - After 3+ failed Checks in a lock, the next Check *can't* jam reels. - Reinforces your "no stress" north star while preserving challenge. --- **Final Thought:** This is a razor-sharp design with room to grow via player telemetry. The biome/relic systems could easily support a *Peglin*-like roguelike mode post-launch. Well done!
This is a fantastic design document for "DynaLock Miner"! It's comprehensive, well-organized, and demonstrates a clear understanding of player psychology and game mechanics. Here's a breakdown of its strengths, potential areas for further refinement, and some specific suggestions: **Overall Strengths:** * **Clear North Star and Core Loop:** The "zero stress, fast dopamine" concept is compelling and well-supported by the core loop. The 20-40 second reward target is a great benchmark. * **Engaging Fantasy:** The "crack a timed lock → place blast → watch ore shower → upgrade" loop is immediately understandable and satisfying. * **Strong Input and QoL Considerations:** Focus on accessibility and ease of use is excellent. The Chill Mode is a very smart QoL addition. * **Well-Defined Mechanics:** The lock minigame, scoring, blast placement, and economy mechanics are clearly explained and logical. * **Good Progression System:** The biome unlocks, relics, and quirky variants provide long-term goals and replayability. * **Detailed Art and Audio Vision:** The art bible guidelines provide a solid foundation for visual consistency. * **Comprehensive Tuning and Telemetry Plan:** The planned tuning targets and telemetry data will be invaluable for balancing and iterative development. * **Realistic Scope Management:** The "out of scope" list demonstrates a grounded approach to development. **Areas for Refinement & Suggestions:** **1. Lock Minigame - Depth & Engagement:** * **Flick Limit Strategy:** Consider how the limited flick count influences risk vs. reward decisions. Are there strategic ways to utilize flicks (e.g., a safe flick to minimize loss, a risky double flick for a potential combo)? * **Item Synergies:** Think more deeply about item combinations. What combos are meta? What items counter specific quirks? This will add layers of strategy. * **Visual Feedback:** Emphasize visual feedback for flicking – a brief highlight of the reel being flicked. This improves player agency and reduces error. * **Sound Design:** More distinct sounds for successful combos vs unsuccessful flick, to enhance feedback. **2. Blast Placement - Strategy & Visuals:** * **Blast Radius Visuals:** Clarify the visual representation of the blast radius. Does it expand from the detonation point, or is it represented by a visual effect? * **Chain Bonus Clarity:** Make the chain bonus easily understandable. A visual cue highlighting connected crater edges would be helpful. * **"Extra Charge" Rarity:** Specify the rarity of "Extra Charge" – is it a percentage drop chance, or tied to specific conditions (e.g., a combo of a specific length)? **3. Economy - Balance & Motivation:** * **Coin Usage:** Provide examples of how coins are used (beyond blueprints – perhaps cosmetic unlocks, faster smelt times, etc.). * **Blueprint Rarity:** Consider how blueprints are acquired (e.g. relic drops, special event rewards, purchased with coins). * **Smelting Value Tuning:** The linear scaling of smelting value is sound, just ensure it doesn’t lead to repetitive gameplay loops. Consider introducing variability (e.g. a tiny chance for rare, more valuable ores). **4. Progression - Loop Continuity** * **Relic Synergies:** Consider relics that combine effects – e.g. 'Precision' (Increased combo score chance +10%) combined with 'Auto-Collect'. * **Biome Progression Feedback:** Give clearer visual and auditory feedback as the player enters a new biome. **5. Tuning & Difficulty - Fine-grained Control** * **Difficulty Scaling:** Consider a more nuanced difficulty scaling beyond just the number of flicks and fuse time. Factors like the frequency of difficult quirks or the potential for longer fuse times could be adjusted independently. * **Player Segmentation:** Analytics data should be segmented by player skill level (e.g., new players, experienced players) to enable more targeted tuning. **6. Art Style – Consistency & Polish** * **Pixel Art Variety:** While 16x16 is a solid base, consider subtle visual variations within the assets to prevent the game from looking too repetitive. * **Animation:** Adding basic animations (e.g., a ripple effect on the ore table, a visual "push" when the player checks, a subtle pulsing of the reels) can significantly enhance the feel of the game. **Specific Suggestions for "v2.1"**: * **Pity Open Visualization:** Show progress toward the pity open (e.g., a progress bar). Include a visual cue when the pity open is triggered. * **Deposit vs. Smelt Distinction:** Make the UI clearly differentiate between "Deposit" and "Smelt" actions. Highlighting the correct option during tutorial. * **Combo Display:** During the lock minigame, display the current combo value clearly and in real-time, not just on the "Check" action. **Overall:** "DynaLock Miner" has a very strong foundation. By addressing these areas for refinement, you can create a highly engaging and replayable game. The core idea is excellent, and the planned features demonstrate a thoughtful design approach. I'm eager to see this project develop further!
This is a really well-designed game concept! DynaLock Miner has a strong core loop that balances skill, strategy, and progression beautifully. Here are my thoughts and suggestions: ## Strengths **Excellent Core Loop**: The lock → blast → collect → upgrade cycle is satisfying and has clear decision points at each stage. **Smart Difficulty Design**: The "no fail dead ends" philosophy with pity opens is crucial for maintaining the "zero stress" goal while still providing meaningful challenge. **Balanced Progression**: The mix of run-based consumables and persistent upgrades gives both short-term tactical decisions and long-term strategic planning. ## Potential Refinements ### Lock Mechanics Consider adding a **"Lucky 7s"** combo (any 7s on the reels) for biomes that introduce digit 7-9, creating more scoring variety as complexity increases. The **Sum Booster** item feels slightly disconnected from the poker-style scoring. Maybe rename it to **"High Roller"** and have it add the sum as a flat bonus rather than mixing additive/multiplicative systems? ### Progression Pacing With 2-4 locks per 6-10 minute session, players might hit upgrade walls. Consider: - **Streak bonuses** for consecutive successes - **Near-miss rewards** (failed lock but got close = small coin bonus) - **Daily challenges** with specific scoring targets ### Quality of Life The **Scout** item revealing "next roll for all reels" might be information overload. Could it reveal just 2-3 reels of player's choice? For the **Mirror** quirk, consider visual feedback showing which reels are linked to avoid confusion. ## Implementation Priority Suggestions 1. **v2.1**: Focus on the core lock feel - juice up the reel animations, scoring feedback, and fuse tension 2. **v2.2**: Test quirks thoroughly - they could make or break the late-game experience 3. **v2.3**: The chain bonus system needs careful tuning to not overshadow lock skill ## Technical Considerations For the SVG pixel art approach, consider: - **Consistent lighting** across biomes (same highlight/shadow angles) - **Animation easing** that feels "chunky" rather than smooth to match pixel aesthetic - **Particle systems** for ore showers that respect the 16×16 tile grid This has real potential as a premium mobile game or Steam release. The complexity scales nicely from casual to engaged players, and the "chill mode" toggle is brilliant for accessibility. What's your target platform, and have you prototyped the lock minigame feel yet?
Below is a **structured design audit** for *DynaLock Miner* plus a **set of concrete recommendations** you can slice into your next sprint. I’ve kept the focus on the three guarantees you highlighted – zero‑stress, 20‑40 s reward loops, and “always‑something‑wins” – while looking for any hidden friction points, balance gaps, and implementation traps. --- ## 1. Core Loop Health Check | Step | What works well | Potential friction | Quick fix / tweak | |------|----------------|--------------------|-------------------| | **Shop → Lock** | Shop refresh is bounded (3‑5 items) → predictable decision point. | Players may feel “shop paralysis” if prices drift too high before upgrades are affordable. | Add a **“Free Daily Offer”** (e.g., 1‑flick upgrade) that guarantees a low‑cost purchase each run. | | **Lock minigame** | 5‑reel, 1‑6 digits → instantly readable; flick count makes a clear resource. | Fuse bar may feel like a “timer‑pressure” mechanic, clashing with the zero‑stress goal. | Offer **auto‑pause on focus loss** and a **“Slow‑Fuse” toggle** (e.g., reduce fuse speed by 25% for +10% reward). | | **Check → Blast** | One‑tap check → immediate visual feedback (thunk, score pop). | Adding the blast step for players who prefer pure “click‑and‑collect” could feel like an extra chore. | Make blast **optional** in Chill mode (auto‑place at center, still grants chain bonus if later unlocked). | | **Collect → Smelt/Store** | Auto‑collect upgrade removes “towing” feel. | Smelting vs. storing decision can be a hidden micro‑choice that stalls the loop. | Provide a **single‑click “Smelt All”** button that appears after the first pick‑up, plus a tooltip that shows “Current per‑minute ≈ X coins”. | | **Repeat** | Loop time 30‑45 s on average (thanks to flick & fuse tuning). | If a lock fails (fuse runs out) you must still “pity‑open”. The transition to the pity reward can feel abrupt. | Insert a **“Recovery Flash”** animation that shows “Lucky blast!” and visual cue that the lock is reopening automatically. | ### TL;DR The loop already hits the 20‑40 s sweet‑spot. The main friction is **timer anxiety** (fuse) and **decision overhead** (shop, blast placement). Light‑weight mitigations (slow‑fuse toggle, auto‑blast, free daily shop) preserve the “fast dopamine” feel while still rewarding skill. --- ## 2. Difficulty & Reward Scaling | Tier | Current Settings | Observed Success Rate (target) | Suggested Adjustments | |------|------------------|-------------------------------|-----------------------| | **Easy** | Req 50, Fuse 20 s, Flick 3 | ~70 % | Keep – but add **“Starter Pack”** (1 Oil) to guarantee first‑time success for brand‑new players. | |**Medium**|Req 120, Fuse 25 s, Flick 3|~55 %|Raise flick to **3 + upgrade** after 10 medium clears; otherwise the curve feels too steep for the “no‑dead‑end” promise. | | **Large**|Req 200, Fuse 30 s, Flick 4|~40 %|Introduce **“Fuse Stretch”** (×1.1 time) as a purchasable consumable that can be used up to 2× per run. | | **Boss**|Req 300, Fuse 35 s, Flick 4, Quirk|~50 %|Quirks add variance; make **one “Quirk‑Free” boss** (e.g., first boss per biome) to give a guaranteed win, reinforcing the “always progress” tenet. | **Why?** Your success‑rate targets already assume upgrades are in play. New players hitting 40 % on Large locks can feel “stuck”. A **soft‑cap** (auto‑grant a small‑straight after 2 failed attempts) keeps the loop moving without removing agency. --- ## 3. Item Economy & Crafting Balance | Item | Base Cost (Coins) | Crafting Cost | Usage Frequency (per lock) | Balance notes | |------|-------------------|---------------|----------------------------|---------------| | Oil | 10 | 3 Stone + 1 Iron | 1‑2 per lock (jam mitigation) | Low‑cost but core to flick economy → ensure oil **drops** at ~0.3 per lock on average. | | Wild Die | 20 | 1 Gem | 0‑1 per lock (high impact) | Gems are valuable; consider a **“Wild Gem”** prefab that can be earned only via boss‑pity to avoid inflation. | | Freeze | 15 | 2 Iron | 0‑1 per lock (fuse pause) | Freeze effectively buys time – treat as a “time‑currency”. Cap uses per run at 2 to prevent “fuse abuse”. | | Multiplier | 25 | 1 Gem + 2 Iron | 0‑1 per lock (×1.5 check) | Stronger than Sum Booster → maybe make it **upgradeable** to ×2 after boss unlock. | | Scout | 12 | 2 → 1 Iron (post‑upgrade) | 0‑1 per lock (reveal) | Scout is cheap but adds strategic depth; ensure it **doesn’t** make the lock trivial (e.g., only reveal next roll, not current state). | ### Crafting Recommendations 1. **Dynamic cost scaling** – after the first 10 crafts of a given item, increase its ore cost by +10 % each subsequent craft. Prevents “craft spamming”. 2. **Blueprint rarity** – make the **Blueprint of Oil** a rare drop (≈ 5 % per 5 locks) to give players a sense of progression toward self‑sufficiency. 3. **Item “Decay”** – consumables should disappear after use, but an “unused item” in inventory could generate a small “maintenance” coin per minute, encouraging players to keep a buffer rather than hoard. --- ## 4. Upgrade Path & Power‑Creep Management | Upgrade | Max Level | Current Effect | Potential Over‑Power | |---------|-----------|----------------|----------------------| | +Flick | 5 (cap) | +1 flick per reel | At level 5, all locks become “no‑2‑flick” → trivializes difficulty. | | +Fuse | 3 | +10 % fuse time | Combined with Chill mode, can push fuse > 60 s → reduces tension. | | Straight Boost / Set Boost | 3 | +20 % per lvl | Stackable with Multipliers → could eclipse Yahtzee bonus. | | Greased Gears | 1 (binary) | Auto‑clear first jam | No scaling issue. | | Hot Start | 1 | Guarantees a Pair at start | Fine. | | Auto‑Collect | 1 | Vacuum pickup | Good QoL. | ### Upgrade Tuning * **Introduce diminishing returns** after level 2 for +Flick and +Fuse (e.g., +5 % instead of +10 %). Keeps the feeling of growth without breaking the difficulty curve. * **Add “Upgrade Cost Inflation”** – each subsequent level costs 1.5× the previous level’s coin price. Guarantees a long‑tail progression and avoids early maxing. * **Separate “Power” upgrades from “Convenience”**: keep Greased Gears, Hot Start, Auto‑Collect as *convenience* (no impact on core difficulty). Everything that directly modifies flick/fuse/score should be labeled “Power”. This makes it easier to balance later. --- ## 5. Quirk Design – Late‑Game Variety | Quirk | Core effect | Interaction with existing mechanics | Risk / Mitigation | |-------|-------------|--------------------------------------|-------------------| | Uniq‑Only | Only straights count (others = 0) | Removes pair/sets => reliance on straight‑boost upgrade | Ensure **Straight Boost** is at least level 2 by the time most players encounter this quirk. | | Even‑Odd | Alternating parity combo ×1.25 | Encourages players to manipulate dice order → adds strategic flick depth | Provide a **“Parity Preview”** UI hint (small icons over reels). | | Mirror | Flicking reel *i* also flicks reel *5‑i+1* | Makes flick budgeting more complex; can be exploited for cheap combos | Limit to **once per lock** (mirror flag resets after Check). | | Static | Random reel starts jammed | Early jam reduces flick pool → pushes players to use Oil early | Guarantee a **“Rescue Oil”** drop on the same lock (0.2 % chance) to keep the lock solvable. | **General recommendation:** *Introduce a **“Quirk Indicator”** (small icon + tooltip) that appears **before** the lock starts. This gives the player a decision point (“use Freeze?”) without breaking the “no surprise‑death” promise.* --- ## 6. Blast Placement – Flow & Incentives *Current flow:* lock → open → tap a point on ore grid → radius = dynamite tier → chain bonus if overlap. ### Observations * The **grid UI** adds a second micro‑interaction (aim). Some players enjoy the tactile placement, others will see it as “extra work”. * Chain bonus is a great *hook* for repeat runs, but it can become a **grind loop** if the bonus scaling is too aggressive. ### Suggested Tweaks | Change | Why it helps | |--------|--------------| | **Snap‑to‑cell option** (toggle) – auto‑places blast at the highest‑value cell in view. | Gives a “quick‑play” mode for players who just want the reward. | | **Visual “Blast Preview”** – show a translucent circle before confirming placement. | Reduces mis‑click anxiety, preserving zero‑stress. | | **Chain‑bonus decay** – instead of linear stacking, make it **logarithmic** (e.g., 1st chain = +10 %, 2nd = +8 %, 3rd = +6 %). | Keeps chain incentive alive but caps exponential coin inflation. | | **Rare “Extra Charge”** (drop) → **auto‑chain** (places a second blast automatically adjacent to first). | Turns the rare drop into a meaningful feel‑good moment without requiring extra input. | --- ## 7. Economy & Smelting Flow | Currency | Primary source | Sink | Current pacing | Recommendation | |----------|----------------|------|----------------|----------------| | Coins | Smelting ore (stone 1, iron 3, gold 5, gem 10) | Upgrades, shop items, crafting | Linear with ore volume | Add a **“Coin‑Multiplier Relic”** (+5 % per level, capped at 3) to keep later‑stage coin growth in sync with upgrades. | | Ore | Opened fields | Smelting, crafting | Directly tied to lock success | Ensure **minimum ore per lock** (e.g., 1 Stone guaranteed) so that a failed lock still yields progress. | | Blueprints | Shop/quest drops | Unlock features (new items, quirks) | Scarce | Increase blueprint **drop rate** after each boss (e.g., 15 % chance) to give a tangible payoff for the higher‑risk lock. | ### Smelting UI Simplification * Add a **single “Smelt All”** button that appears after the first ore pickup. * Show a **progressive “Coin per second”** counter that updates in real time – this reinforces the 20‑40 s reward feeling. --- ## 8. Accessibility – Anything Missing? | Feature | Current | Gap | Quick addition | |---------|---------|-----|----------------| | Colorblind palettes | Yes (6‑8 colors) | No dedicated **high‑contrast** mode for users with low vision. | Add a toggle that switches digits to **white on black** with thick outlines. | | Reduced motion | Yes (optional) | No **audio‑only** cue for fuse timer for visually‑impaired players. | Provide a **subtle beat** that accelerates as fuse depletes (volume‑only mode). | | Keyboard shortcut for “Check” | Space | No **screen‑reader** friendly live region for “Requirement” and “Best combo”. | Implement ARIA live region that reads “Requirement 120, Best combo Three‑of‑a‑Kind (25)”. | | Left‑hand layout | Yes | No *invert‑controls* option for mirrored UI (right‑hand). | Add a **UI mirroring** pref (swap reel column order). | | Haptics (mobile) | N/A | If you go mobile later, no vibration feedback. | Plan a **short pulse** on jam and a longer pulse on successful Check. | --- ## 9. Telemetry – Data‑Driven Balancing Your current telemetry list is solid. I’d recommend adding two more key events: 1. **“Blast Placement Time”** – measures how long the player lingers on the grid. If average > 3 s, the blast UI may be a hidden friction point. 2. **“Quirk Awareness”** – fire an event the first time a player clicks the **Quirk Icon** (or hovers). Correlate with lock‑failure rate; if many failures occur before quirk acknowledgment, raise the UI prominence. **Dashboard**: Create a simple dashboard showing: * **Lock Success %** per tier (with a moving 7‑day average). * **Average Coins/min** vs. **Avg. Upgrade Cost** (to detect “economy bottleneck”). * **Item Usage Ratio** – e.g., Oil uses / locks. Use these to auto‑adjust **shop refresh** probabilities (dynamic difficulty smoothing). --- ## 10. Roadmap Prioritization (next 2‑3 sprints) | Sprint | Focus | Concrete Deliverables | |--------|-------|-----------------------| | **Sprint 1** (2 weeks) | Zero‑stress polish | • Chill‑mode slow‑fuse toggle<br>• Auto‑pause on focus loss<br>• “Recovery Flash” animation for pity opens | | **Sprint 2** (2 weeks) | Difficulty & Quirk clarity | • Quirk indicator UI + tooltip<br>• Mirror‑once‑per‑lock logic<br>• Parity preview icons | | **Sprint 3** (2 weeks) | Economy & Crafting balance | • Dynamic item cost scaling<br>• Blueprint drop tweaks (post‑boss increase)<br>• “Smelt All” button + Heat‑map telemetry for ore per lock | | **Sprint 4** (2 weeks) | Accessibility & Audio | • High‑contrast digit mode<br>• Fuse‑beat audio cue + volume‑only option<br>• ARIA live region for requirement updates | | **Sprint 5** (1 week) | Blast & Chain refinement | • Snap‑to‑cell toggle<br>• Logarithmic chain‑bonus formula<br>• Visual blast preview overlay | | **Sprint 6** (1 week) | Final polishing & QA | • Playtest on unlock/upgrade curves (target success rates)<br>• Bug‑sweep on jam‑auto‑clear & Oil unjam interactions<br>• Prepare analytics overlay for beta launch | --- ## 11. Key Take‑aways | ✔️ | Core Strength | |---|----------------| | **Reward cadence** – 20‑40 s loop already solid. | | **Low‑stress design** – Large hitboxes, pause on focus loss, optional Chill mode. | | **Replay value** – Quirks, blast chaining, upgrade trees. | | **Clear progression** – Biomes, relic slots, blueprint unlocks. | | ⚠️ | Critical Risks & Mitigations | |---|------------------------------| | **Timer pressure** could clash with “zero stress”. | Offer a **slow‑fuse toggle** and generous panic‑recovery animation. | | **Difficulty spikes** on Large/Boss if upgrades lag. | Provide a **soft‑cap auto‑boost** (free small‑straight after 2 failures) and ensure early‑game “Starter Pack”. | | **Item/Upgrade inflation** may break economy. | Apply **diminishing returns** and **cost inflation** per level; monitor via telemetry. | | **Quirk obscurity** could feel like a surprise penalty. | Show a **clear pre‑lock icon** and give a **one‑turn preview** of the affected combos. | | **Blast placement extra friction** for casual players. | Add **snap‑to‑cell** and **preview** UI; keep the option to auto‑place. | --- ### Next Steps for You 1. **Pick a single friction point** (e.g., fuse timer anxiety) and prototype the “slow‑fuse toggle” + “Recovery Flash”. Run a quick 15‑minute internal playtest and measure whether players still feel the “buzz” every 20 s. 2. **Add the quirk indicator** to the lock start UI and iterate on its visual weight. 3. **Implement the telemetry events** mentioned above; export them to a lightweight dashboard (Google Data Studio / Grafana). Set alerts when lock‑success drops > 10 % from baseline. With those three moves you’ll have the biggest win‑rate‑to‑stress ratio improvement while keeping the rest of the design intact. --- *Hope this deep‑dive helps you steer *DynaLock Miner* into a polished, dopamine‑rich experience. Let me know which area you’d like to explore further (e.g., UI mock‑ups, code architecture for the flick‑system, or live‑ops balancing), and we can flesh that out next.*