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.