@funpixel/tools 0.0.0-stage → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (2414) hide show
  1. package/LICENSE +115 -0
  2. package/NOTICE +28 -0
  3. package/README.md +110 -2
  4. package/bench/LICENSE +674 -0
  5. package/bench/README.md +10 -0
  6. package/bench/entrypoint.py +94 -0
  7. package/bench/handlers/__init__.py +53 -0
  8. package/bench/handlers/apply_skin.py +192 -0
  9. package/bench/handlers/apply_texture.py +195 -0
  10. package/bench/handlers/audit_clips.py +351 -0
  11. package/bench/handlers/author_clips.py +297 -0
  12. package/bench/handlers/author_motion.py +298 -0
  13. package/bench/handlers/bake_emissive.py +136 -0
  14. package/bench/handlers/build_level.py +395 -0
  15. package/bench/handlers/decimate.py +220 -0
  16. package/bench/handlers/fit_rig.py +273 -0
  17. package/bench/handlers/fracture.py +233 -0
  18. package/bench/handlers/humanoid.py +119 -0
  19. package/bench/handlers/inspect.py +212 -0
  20. package/bench/handlers/level_check.py +68 -0
  21. package/bench/handlers/level_geo.py +150 -0
  22. package/bench/handlers/level_proof.py +117 -0
  23. package/bench/handlers/level_props.py +135 -0
  24. package/bench/handlers/lod.py +83 -0
  25. package/bench/handlers/merge_clips.py +122 -0
  26. package/bench/handlers/mirror_limb.py +336 -0
  27. package/bench/handlers/motion_specs.json +11 -0
  28. package/bench/handlers/normalize_materials.py +182 -0
  29. package/bench/handlers/normalize_transform.py +174 -0
  30. package/bench/handlers/prune_clips.py +141 -0
  31. package/bench/handlers/raster.py +98 -0
  32. package/bench/handlers/render.py +239 -0
  33. package/bench/handlers/render_views.py +101 -0
  34. package/bench/handlers/retarget_clips.py +185 -0
  35. package/bench/handlers/scene.py +311 -0
  36. package/bench/handlers/sheet.py +118 -0
  37. package/bench/handlers/texels.py +176 -0
  38. package/bench/handlers/views.py +232 -0
  39. package/dist/api/generated/openapi.js +1 -0
  40. package/dist/api/http.js +71 -0
  41. package/dist/api/jobs.js +94 -0
  42. package/dist/assets/bakeoff.js +61 -0
  43. package/dist/assets/counts.js +60 -0
  44. package/dist/assets/gen.js +230 -0
  45. package/dist/assets/lock.js +77 -0
  46. package/dist/assets/manifest.js +236 -0
  47. package/dist/assets/palette-fit.js +99 -0
  48. package/dist/assets/pixelart.js +192 -0
  49. package/dist/assets/pixels.js +131 -0
  50. package/dist/assets/plan.js +169 -0
  51. package/dist/assets/process.js +209 -0
  52. package/dist/assets/script.js +194 -0
  53. package/dist/assets/steps.js +294 -0
  54. package/dist/bin.js +8 -0
  55. package/dist/board/board.js +99 -0
  56. package/dist/cast/library.js +102 -0
  57. package/dist/cast/measure.js +222 -0
  58. package/dist/cli.js +2917 -0
  59. package/dist/clip/clip.js +83 -0
  60. package/dist/commands/account.js +158 -0
  61. package/dist/commands/assets-pixels.js +106 -0
  62. package/dist/commands/assets.js +473 -0
  63. package/dist/commands/beats.js +77 -0
  64. package/dist/commands/board.js +162 -0
  65. package/dist/commands/boxes.js +89 -0
  66. package/dist/commands/capture-all.js +92 -0
  67. package/dist/commands/cast.js +84 -0
  68. package/dist/commands/character.js +58 -0
  69. package/dist/commands/check.js +404 -0
  70. package/dist/commands/clip.js +112 -0
  71. package/dist/commands/compare-takes.js +204 -0
  72. package/dist/commands/compare-target.js +149 -0
  73. package/dist/commands/compare.js +117 -0
  74. package/dist/commands/compose-variations.js +202 -0
  75. package/dist/commands/compose.js +163 -0
  76. package/dist/commands/cut.js +13 -0
  77. package/dist/commands/decide.js +90 -0
  78. package/dist/commands/depth.js +171 -0
  79. package/dist/commands/dev.js +138 -0
  80. package/dist/commands/directions.js +106 -0
  81. package/dist/commands/doctor.js +281 -0
  82. package/dist/commands/export.js +88 -0
  83. package/dist/commands/feedback.js +496 -0
  84. package/dist/commands/feel.js +144 -0
  85. package/dist/commands/fidelity.js +95 -0
  86. package/dist/commands/find.js +116 -0
  87. package/dist/commands/firstlook.js +138 -0
  88. package/dist/commands/flow.js +600 -0
  89. package/dist/commands/framing.js +53 -0
  90. package/dist/commands/gdd.js +227 -0
  91. package/dist/commands/gen.js +512 -0
  92. package/dist/commands/greenlight.js +148 -0
  93. package/dist/commands/hook.js +171 -0
  94. package/dist/commands/init.js +234 -0
  95. package/dist/commands/inspect.js +161 -0
  96. package/dist/commands/job.js +41 -0
  97. package/dist/commands/jobs.js +87 -0
  98. package/dist/commands/journal.js +58 -0
  99. package/dist/commands/journey.js +228 -0
  100. package/dist/commands/judge.js +191 -0
  101. package/dist/commands/lanes.js +571 -0
  102. package/dist/commands/lessons.js +74 -0
  103. package/dist/commands/life.js +134 -0
  104. package/dist/commands/login.js +134 -0
  105. package/dist/commands/look-3d.js +105 -0
  106. package/dist/commands/look-fit.js +116 -0
  107. package/dist/commands/look-hud.js +180 -0
  108. package/dist/commands/look-read.js +162 -0
  109. package/dist/commands/look-sheet.js +152 -0
  110. package/dist/commands/look-theme.js +136 -0
  111. package/dist/commands/look.js +373 -0
  112. package/dist/commands/loop.js +112 -0
  113. package/dist/commands/loudness.js +69 -0
  114. package/dist/commands/mobile-qa.js +119 -0
  115. package/dist/commands/model.js +256 -0
  116. package/dist/commands/models.js +93 -0
  117. package/dist/commands/motion.js +305 -0
  118. package/dist/commands/next.js +72 -0
  119. package/dist/commands/note.js +294 -0
  120. package/dist/commands/optimize.js +212 -0
  121. package/dist/commands/owner.js +109 -0
  122. package/dist/commands/pack.js +66 -0
  123. package/dist/commands/parts.js +635 -0
  124. package/dist/commands/phone.js +398 -0
  125. package/dist/commands/pick.js +146 -0
  126. package/dist/commands/pitch.js +205 -0
  127. package/dist/commands/places.js +89 -0
  128. package/dist/commands/play.js +368 -0
  129. package/dist/commands/playable.js +51 -0
  130. package/dist/commands/playtest.js +262 -0
  131. package/dist/commands/profile.js +292 -0
  132. package/dist/commands/progress.js +537 -0
  133. package/dist/commands/publish.js +165 -0
  134. package/dist/commands/reach.js +72 -0
  135. package/dist/commands/reel.js +177 -0
  136. package/dist/commands/review.js +112 -0
  137. package/dist/commands/rooms.js +180 -0
  138. package/dist/commands/schema.js +29 -0
  139. package/dist/commands/score.js +326 -0
  140. package/dist/commands/serve.js +67 -0
  141. package/dist/commands/setup.js +254 -0
  142. package/dist/commands/sim.js +179 -0
  143. package/dist/commands/simulator.js +154 -0
  144. package/dist/commands/smoke-build.js +305 -0
  145. package/dist/commands/smoke.js +37 -0
  146. package/dist/commands/spec.js +114 -0
  147. package/dist/commands/store.js +154 -0
  148. package/dist/commands/test.js +104 -0
  149. package/dist/commands/trailer.js +255 -0
  150. package/dist/commands/unity-editor.js +322 -0
  151. package/dist/commands/unity-player.js +672 -0
  152. package/dist/commands/unity.js +198 -0
  153. package/dist/commands/upgrade.js +186 -0
  154. package/dist/commands/variety.js +108 -0
  155. package/dist/commands/verify.js +293 -0
  156. package/dist/commands/walk.js +449 -0
  157. package/dist/commands/widen.js +133 -0
  158. package/dist/commands/world.js +175 -0
  159. package/dist/commands/wow.js +143 -0
  160. package/dist/commands/zero.js +71 -0
  161. package/dist/compose/adsheet.js +61 -0
  162. package/dist/compose/contract.js +248 -0
  163. package/dist/compose/facts.js +81 -0
  164. package/dist/compose/hyperframes.js +102 -0
  165. package/dist/compose/page.js +216 -0
  166. package/dist/compose/probe.js +160 -0
  167. package/dist/compose/run.js +170 -0
  168. package/dist/compose/sheet.js +92 -0
  169. package/dist/compose/starters.js +247 -0
  170. package/dist/compose/variations.js +203 -0
  171. package/dist/criteria.js +35 -0
  172. package/dist/depth/experience.js +61 -0
  173. package/dist/depth/fill.js +102 -0
  174. package/dist/depth/inventory.js +161 -0
  175. package/dist/depth/pacing.js +173 -0
  176. package/dist/depth/story.js +97 -0
  177. package/dist/dev/devtools.js +119 -0
  178. package/dist/dev/hold.js +46 -0
  179. package/dist/dev/lan.js +15 -0
  180. package/dist/dev/open.js +30 -0
  181. package/dist/dev/qr.js +124 -0
  182. package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
  183. package/dist/devtools/LICENSES/preact.LICENSE +21 -0
  184. package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
  185. package/dist/devtools/LICENSES/three.LICENSE +21 -0
  186. package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
  187. package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
  188. package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
  189. package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
  190. package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
  191. package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
  192. package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
  193. package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
  194. package/dist/direct/moves.js +234 -0
  195. package/dist/direct/read.js +59 -0
  196. package/dist/direct/round.js +80 -0
  197. package/dist/doctor/host.js +245 -0
  198. package/dist/doctor/unity-checks.js +380 -0
  199. package/dist/doctor/unity-history.js +589 -0
  200. package/dist/doctor/unity-host.js +160 -0
  201. package/dist/doctor/unity-import-rules.js +874 -0
  202. package/dist/doctor/unity-meta.js +225 -0
  203. package/dist/doctor/unity-project.js +297 -0
  204. package/dist/doctor/unity.js +171 -0
  205. package/dist/export/export.js +165 -0
  206. package/dist/export/metadata.js +25 -0
  207. package/dist/export/runtime.js +119 -0
  208. package/dist/export/scan.js +78 -0
  209. package/dist/export/select.js +193 -0
  210. package/dist/export/strip.js +42 -0
  211. package/dist/feedback/ab.js +55 -0
  212. package/dist/feedback/auto.js +44 -0
  213. package/dist/feedback/learn.js +255 -0
  214. package/dist/feedback/measure.js +49 -0
  215. package/dist/feedback/page.js +66 -0
  216. package/dist/feel/feedback.js +85 -0
  217. package/dist/feel/judge.js +420 -0
  218. package/dist/feel/run.js +185 -0
  219. package/dist/feel/spec.js +124 -0
  220. package/dist/feel/sweep.js +156 -0
  221. package/dist/fidelity/consistency.js +205 -0
  222. package/dist/fidelity/match.js +675 -0
  223. package/dist/fidelity/run.js +107 -0
  224. package/dist/find/keywords.js +97 -0
  225. package/dist/find/names.js +45 -0
  226. package/dist/find/route.js +59 -0
  227. package/dist/firstlook/quality.js +261 -0
  228. package/dist/firstlook/render.js +111 -0
  229. package/dist/firstlook/set.js +218 -0
  230. package/dist/flow/flow.js +455 -0
  231. package/dist/flow/look.js +139 -0
  232. package/dist/frame/behaviour.js +53 -0
  233. package/dist/frame/clock.js +117 -0
  234. package/dist/frame/contract.js +111 -0
  235. package/dist/frame/genre.js +65 -0
  236. package/dist/frame/idle.js +58 -0
  237. package/dist/frame/opening.js +171 -0
  238. package/dist/frames/loop.js +52 -0
  239. package/dist/frames/sheet.js +69 -0
  240. package/dist/gdd/book.js +483 -0
  241. package/dist/gdd/chapters.js +71 -0
  242. package/dist/gdd/design.js +135 -0
  243. package/dist/gdd/doc.js +32 -0
  244. package/dist/gdd/levelmap.js +428 -0
  245. package/dist/gdd/measures.js +477 -0
  246. package/dist/gdd/page.js +111 -0
  247. package/dist/gdd/rubric.js +250 -0
  248. package/dist/gdd/size.js +83 -0
  249. package/dist/gdd/tiers.js +148 -0
  250. package/dist/gdd/world.js +98 -0
  251. package/dist/gdd/worth.js +507 -0
  252. package/dist/gen/kinds.js +451 -0
  253. package/dist/gen/local/doctor.js +25 -0
  254. package/dist/gen/local/index.js +3 -0
  255. package/dist/gen/local/kokoro.js +334 -0
  256. package/dist/gen/local/master.js +248 -0
  257. package/dist/gen/local/provider.js +65 -0
  258. package/dist/gen/local/voice-rules.js +156 -0
  259. package/dist/gen/models.generated.js +469 -0
  260. package/dist/gen/models.js +53 -0
  261. package/dist/gen/prompt-lint.js +35 -0
  262. package/dist/gen/record.js +73 -0
  263. package/dist/gen/save.js +101 -0
  264. package/dist/gen/title.js +55 -0
  265. package/dist/gen/unity.js +334 -0
  266. package/dist/goals/goals.js +204 -0
  267. package/dist/goals/run.js +90 -0
  268. package/dist/greenlight/ambition.js +42 -0
  269. package/dist/greenlight/bible.js +138 -0
  270. package/dist/greenlight/lock.js +48 -0
  271. package/dist/greenlight/match.js +19 -0
  272. package/dist/greenlight/md.js +82 -0
  273. package/dist/greenlight/page.js +100 -0
  274. package/dist/greenlight/pitches.js +66 -0
  275. package/dist/greenlight/worth.js +90 -0
  276. package/dist/guidance.js +24 -0
  277. package/dist/init/bare.js +114 -0
  278. package/dist/init/git.js +56 -0
  279. package/dist/init/starter.js +166 -0
  280. package/dist/init/starters.js +179 -0
  281. package/dist/inspect/describe.js +125 -0
  282. package/dist/inspect/devserver.js +40 -0
  283. package/dist/journey/diff.js +74 -0
  284. package/dist/journey/from-round.js +44 -0
  285. package/dist/journey/record.js +76 -0
  286. package/dist/journey/run.js +139 -0
  287. package/dist/journey/script.js +223 -0
  288. package/dist/judge/common.js +60 -0
  289. package/dist/judge/identity.js +68 -0
  290. package/dist/judge/sources.js +37 -0
  291. package/dist/judge/structure.js +59 -0
  292. package/dist/keys/device.js +145 -0
  293. package/dist/keys/store.js +167 -0
  294. package/dist/lanes/fence.js +108 -0
  295. package/dist/lanes/gate.js +123 -0
  296. package/dist/lanes/lanes.js +355 -0
  297. package/dist/lanes/union.js +62 -0
  298. package/dist/lanes/where.js +49 -0
  299. package/dist/lessons/motifs.js +97 -0
  300. package/dist/lessons/store.js +56 -0
  301. package/dist/look/anim.js +206 -0
  302. package/dist/look/boxes.js +209 -0
  303. package/dist/look/dressing.js +24 -0
  304. package/dist/look/feedback.js +50 -0
  305. package/dist/look/fit.js +123 -0
  306. package/dist/look/held.js +92 -0
  307. package/dist/look/hook.js +169 -0
  308. package/dist/look/hud.js +189 -0
  309. package/dist/look/image-io.js +50 -0
  310. package/dist/look/life.js +96 -0
  311. package/dist/look/light.js +42 -0
  312. package/dist/look/look.js +85 -0
  313. package/dist/look/loops.js +108 -0
  314. package/dist/look/made-of.js +242 -0
  315. package/dist/look/moments.js +32 -0
  316. package/dist/look/motion.js +44 -0
  317. package/dist/look/phone-play.js +142 -0
  318. package/dist/look/player.js +32 -0
  319. package/dist/look/png.js +117 -0
  320. package/dist/look/readability.js +100 -0
  321. package/dist/look/roles.js +109 -0
  322. package/dist/look/sheet.js +104 -0
  323. package/dist/look/theme.js +278 -0
  324. package/dist/look/touch.js +129 -0
  325. package/dist/look/ui-style.js +102 -0
  326. package/dist/machine/procs.js +117 -0
  327. package/dist/managed.js +15 -0
  328. package/dist/mcp/hosted.js +174 -0
  329. package/dist/mcp/models.generated.js +538 -0
  330. package/dist/mcp/models.js +35 -0
  331. package/dist/mcp/server.js +330 -0
  332. package/dist/memory/decisions.js +138 -0
  333. package/dist/memory/journal.js +108 -0
  334. package/dist/model/bench.js +83 -0
  335. package/dist/model/blender.js +106 -0
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  337. package/dist/model/finalize.js +33 -0
  338. package/dist/motion/checks.js +173 -0
  339. package/dist/motion/contract.js +177 -0
  340. package/dist/motion/encode.js +37 -0
  341. package/dist/motion/render.js +167 -0
  342. package/dist/motion/starter.js +54 -0
  343. package/dist/optimize/check.js +29 -0
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  345. package/dist/owner/bar.js +285 -0
  346. package/dist/owner/match.js +105 -0
  347. package/dist/pack/build.js +97 -0
  348. package/dist/pack/deps.js +28 -0
  349. package/dist/pack/leaks.js +77 -0
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  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
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  363. package/dist/play/server.js +274 -0
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  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
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  394. package/dist/production/contract.js +61 -0
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  396. package/dist/production/tier.js +66 -0
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  404. package/dist/publish/funpixel.js +96 -0
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@@ -0,0 +1,159 @@
1
+ # Platformers, runners and maze chases
2
+
3
+ Precision platformers, metroidvanias, one-tap runners, and arcade maze chases (Pac-Man's family).
4
+ What the genre's best games give players comes first, then the choices open to you, then the
5
+ checks. The creator's brief wins over anything here.
6
+
7
+ ## What players remember
8
+
9
+ - **The jump that felt right.** A platformer is loved or dropped on how its main verb feels in the
10
+ first ten seconds: the lift, the hang at the top, the landing. Everything else is built on it.
11
+ - **The screen they finally beat.** Death after death, then a run where every input landed. The
12
+ best games make that loop quick and kind, so frustration turns into pride.
13
+ - **The hero's silhouette.** Madeline's hair, the Knight's horned mask and cloak, Ori glowing white
14
+ against a painted forest. Players draw these from memory.
15
+ - **A world that opens.** A locked door remembered for an hour and finally opened, a shortcut back to
16
+ the start, a new area that looks like nothing before it.
17
+ - **In a chase: the turn that saved them,** the train of ghosts eaten in one sweep, the near miss in
18
+ slow motion.
19
+
20
+ ## The look and the world
21
+
22
+ - The hero is the clearest thing on screen: a value or colour nothing else uses, readable at phone
23
+ size mid-jump.
24
+ - Hazards look dangerous (spikes, glow, colour reserved for harm); safe ground looks solid.
25
+ - Layers of parallax with a strong foreground and a quiet play layer give depth without clutter.
26
+ - Each area has its own palette, music and one mechanic, so the world is a set of places, not tiles.
27
+
28
+ ## Characters
29
+
30
+ A hero with a body language (a squash on landing, a stretch on the jump, hair or a scarf that trails),
31
+ and enemies whose shapes say how they move. A metroidvania's cast (a map seller, a rival, a lonely
32
+ boss) gives the exploring a reason.
33
+
34
+ ## HUD
35
+
36
+ Small and at the edges: hearts or masks, a collectible count, a timer for speed runs. Precision
37
+ platformers often hide the HUD entirely during play; show it on a pause or a checkpoint.
38
+
39
+ ## Feel
40
+
41
+ - The jump is read on `pointerdown` or keydown and applied the same frame. A held jump rises higher;
42
+ a tap hops.
43
+ - Forgiveness is part of the verb, not polish: coyote time (a jump just after leaving the edge still
44
+ counts), a jump buffer (pressed just before landing still fires), a small nudge around a corner
45
+ the head clips.
46
+ - Landing squashes, jumping stretches; dust at the feet; a short freeze and a directional shake on a
47
+ dash.
48
+ - Death reads (a held frame showing what hit you) and respawn is fast.
49
+
50
+ ## Hits to study
51
+
52
+ Numbers in body heights and seconds, so they carry to any art scale.
53
+
54
+ - **Celeste** (from its published player code). Top run speed is about 8 body heights a second,
55
+ reached in under 0.1 s; air control about two thirds of ground control. A held jump rises about
56
+ 2.5 body heights in about 0.35 s, with half gravity near the apex while held. Coyote time 0.1 s,
57
+ buffered presses about 80 ms, a corner nudge of about a third of a body. The dash covers about 3
58
+ bodies in 0.15 s, opens with a 50 ms freeze and shakes along its direction. The sprite stretches
59
+ on the jump and springs back. Respawn takes about a second. Its designer's word for the windows:
60
+ kind, even though the game is hard.
61
+ - **Hollow Knight.** Watch a hit taken: the frame freezes and darkens, the Knight recoils and blinks
62
+ while invulnerable. A strike flashes the enemy and pushes both apart; striking downward bounces
63
+ the hero, which turns enemies into platforms. Four core developers made more than 150 enemy
64
+ designs.
65
+ - **Downwell** (the phone shape). Three inputs (left, right, jump); the gunboots fire downward in the
66
+ air, their recoil slows the fall and their ammo refills on landing, so one verb moves and attacks.
67
+ Platforms were cut for floating enemies to keep the player falling.
68
+
69
+ ## Maze chase and arcade score attack
70
+
71
+ A top-down chase on a tile grid or a small arena: a route under pressure, the safe line weighed
72
+ against the greedy one every second.
73
+
74
+ - **Pac-Man Championship Edition DX** (the reference hit). Sleeping ghosts wake as you pass and fall
75
+ in behind as a train; a power pellet turns the whole train into one long eat, the signature payoff.
76
+ Slow motion on a near miss gives a last chance to turn. A bomb sends every ghost home but lowers
77
+ speed and the multiplier, so the panic button costs score. Score Attack runs are 5 or 10 minutes.
78
+ - **Readable at phone size.** Hero and chasers at least 28 px (about 1.2 tiles) on a 390 px phone;
79
+ pickups stand off the floor by value; each chaser keeps one colour and one behaviour, and the
80
+ frightened state is one colour that also stands off the floor.
81
+ - **Escalation inside a run,** not only between levels: speed climbs as the player eats, new chasers
82
+ join mid-run, the field changes on a schedule the player can see. Critics called a chase whose only
83
+ ramp was "the next level is faster" a reskin.
84
+ - **A payoff ladder whose top rung looks like nothing else** (skill `fp:game-feel`, its
85
+ payoffs reference): chasers eaten in one power-up double in value; the rare top rung has its own
86
+ sound, a longer freeze and a bigger number placed beside the hero, never over it.
87
+ - **Near misses are drama:** a chaser within about a tile that does not catch drops time to about a
88
+ third for 0.3 to 0.5 s (skipped under reduced motion), with a sound. A catch holds about 0.3 s on
89
+ both faces, and play resumes in under 2 s.
90
+ - **Actors move by state:** a two- to four-pose walk stepped by speed, a squash on each turn, eyes
91
+ toward travel; chasers show hunting, frightened, returning and asleep as different poses, not only
92
+ a tint (skill `fp:art`, its animation reference). Music layers or tempo rise with speed.
93
+
94
+ ## Conventions players bring
95
+
96
+ What a player of the hit expects without being told. Keep them as defaults; breaking one is a choice to state in the design doc and to tell the player in the game (a how-to line, a first-screen hint), or it reads as a bug.
97
+ Starting code with these as defaults, and the screen flow: [starters.md](starters.md), "Platformer and Maze chase".
98
+
99
+ - A late jump still counts and an early press is kept (coyote time and a jump buffer, about 0.1 s each in Celeste's player code); a held jump goes higher than a tap.
100
+ - Death costs seconds, not minutes: back at the last checkpoint in about a second, the checkpoint just before the hard part.
101
+ - Maze chase: a turn pressed before the opening is queued and taken at the next corner (Pac-Man); a swipe never has to land on the exact frame.
102
+ - Downwell: landing on an enemy is safe and refills the gun, so the risky move pays.
103
+
104
+ ## Wow catalogue
105
+
106
+ - A square hero on green tiles under a blue sky is every platformer prototype. Give the world a
107
+ premise and let it shape the hazards.
108
+
109
+ Pick one signature and up to three more before building (`npx @funpixel/tools wow` prints what to build and how each is checked; `wow pick <id> --signature` records it in the GDD's `## Wow`):
110
+
111
+ - `platformer-dash-reads` (signature): A dash the hero wears, Celeste
112
+ - `platformer-forgiving-jump` (feel): The jump that forgives, Celeste
113
+ - `platformer-pogo` (signature): Bounce off what hurts you, Hollow Knight
114
+ - `platformer-stretch` (juice): Stretch up, squash down, Celeste
115
+ - `platformer-death-beat` (juice): A death that costs a second, Celeste
116
+ - `platformer-silhouette` (presentation): The hero is the clearest shape, Ori and the Blind Forest
117
+
118
+ ## Open choices
119
+
120
+ A starting contract you may keep or break; write down which in the GDD's genre-card line.
121
+
122
+ - **Camera.** A side view that follows with a dead zone and look-ahead; fixed single-screen rooms
123
+ (Celeste) suit precision; a top-down fixed field suits a maze chase.
124
+ - **Body.** An embodied hero.
125
+ - **Core systems.** Jump (or flip, dash, fall), then choose: combat, collectibles, abilities that open
126
+ new routes, checkpoints, a timer.
127
+ - **How a run ends.** Death or the end of a level or room; best distance or time is run two's reason.
128
+ - **On phones.** One-tap timing, a lane runner, or a maze steered by a swipe anywhere that queues
129
+ the next turn hold up well (a d-pad under a maze repeats the swipe and halves the maze); short
130
+ rooms with two verbs may earn a pad; precision platforming on a virtual stick is harder to make feel good, so tune it
131
+ with care if you choose it. Portrait for one-tap runners and mazes, landscape for levels.
132
+
133
+ ## Depth and replay
134
+
135
+ Options with reasons; more in skill `fp:game-logic`, its depth reference.
136
+
137
+ - A precision platformer runs a room per attempt (20 to 60 s, estimated) with respawn in about 1 s;
138
+ 8 to 12 rooms make a first sitting. Collectibles off the main line give the skilled player a
139
+ second route through the same rooms.
140
+ - A maze chase is a timed score attack (5 or 10 minutes): the maze refills or changes on a visible
141
+ schedule, speed and the multiplier climb with eating, and the best score per mode is saved. Critics
142
+ preferred a ten-minute score attack to a single 1:38 maze.
143
+
144
+ ## Engineering checks
145
+
146
+ - **Fixed-step physics** (an accumulator) keeps a jump arc the same on a 120 Hz phone and a
147
+ throttled tab.
148
+ - **Reach is proven:** every gap is within the jump and every spawn stands on ground, checked in
149
+ `__FPX_SELFTEST__` (skill `fp:game-logic`). Falling out of the world respawns the hero.
150
+ - **Maze turns:** a turn pressed before an opening is held and taken when it arrives (about 0.2 s
151
+ early is normal); a reverse is instant.
152
+ - **State the checks can read.** Expose `distance` or `score`, `alive`, and the hero's `y`. A jump
153
+ check presses the real key or taps (`subject: player`, `axis: "y"`, `expect: decreases`,
154
+ since screen y grows downward). A chase: `score`, `lives` or `time_left`, the payoff rung, `x`/`y`,
155
+ `speed`, with checks that real keys steer, eating scores, the power-up turns the chasers and a
156
+ catch costs a life.
157
+
158
+ **Shelf** (libraries that fit, none required): hand-rolled physics; gsap for death and restart;
159
+ matter-js only for a physics-toy variant.
@@ -0,0 +1,145 @@
1
+ # Puzzle games
2
+
3
+ Board puzzles (merge, drop, sort, match, place, slide), daily boards, logic grids, and spatial
4
+ puzzles you walk through. What the genre's best games give players comes first, then the choices
5
+ open to you, then the checks. The creator's brief wins over anything here.
6
+
7
+ ## What players remember
8
+
9
+ - **The aha.** The moment a known tool is used a way they had not tried, and the solution was in
10
+ plain sight the whole time. A great puzzle makes the player feel clever, not lucky.
11
+ - **The chain.** A merge that set off three more, a clear that cascaded. In score puzzles, the
12
+ biggest chain is the story of the run, and the rare top piece is the trophy.
13
+ - **Pieces with personality.** Tiles with faces that grow in character as they grow in value; a
14
+ fruit that finally becomes the watermelon.
15
+ - **The last-second save.** One slot left, the next piece shown, and it fits.
16
+ - **An impossible place.** A staircase that loops, a room seen through a portal, a world that turns
17
+ when you turn it.
18
+
19
+ ## The look and the world
20
+
21
+ - The board is the stage: it fills most of the screen, and everything off it is quiet. A small board
22
+ was the main layout defect our studio measured in its puzzle games.
23
+ - Pieces read by shape as well as colour, so the game works for colour-blind players and at a glance.
24
+ - A world around the board (a kitchen, a garden, a jar, a tide pool) turns abstract rules into a
25
+ place. Monument Valley shows how far a puzzle's look can go: every frame is composed like an
26
+ illustration.
27
+
28
+ ## Characters
29
+
30
+ Faces on the pieces, a creature who reacts to your moves, a silent guide who walks the path you
31
+ built. Warmth on abstract pieces costs little and is remembered.
32
+
33
+ ## HUD
34
+
35
+ Score, moves left or the goal, and the next piece: small, in one band, away from the board. The
36
+ clear or merge gets its number near where it happened, never over the next move.
37
+
38
+ ## Feel
39
+
40
+ - Placement: a ghost under the finger, a snap on release, a short settle (about 80 to 120 ms).
41
+ - The clear is the loudest moment in the game: the biggest effect, and a sound whose pitch rises
42
+ with each link of a chain.
43
+ - Undo and instant restart make experiments cheap, and experimenting is how puzzles are enjoyed.
44
+
45
+ ## Hits to study
46
+
47
+ - **Suika Game.** 11 fruit tiers from cherry to watermelon; only the five smallest are ever dropped,
48
+ and you see the next one. Physics makes every drop a slightly new board, and the watermelon is
49
+ rare enough to be the story of a run.
50
+ - **Threes.** Built over 14 months for one rule (1 and 2 make 3, then equal tiles double). Mechanics
51
+ were tried and cut along the way (hunger, arrows, holes, walls). Look at how the tiles gain faces
52
+ and personality up the ladder, and how much of the design is subtraction.
53
+ - **Baba Is You.** Each area puts one new rule-word in the spotlight, with known words as supporting
54
+ cast. Undo is unlimited and restart instant, so trying something is free.
55
+ - **Monument Valley 2** (the highest score our calibrated panel has given any hit: 8.60 overall, 9.30
56
+ look, from its store media) and **Portal** (for spatial chambers, below): one new idea per chapter or
57
+ chamber, no text tutorial, the solution visible before it is understood.
58
+
59
+ ## Conventions players bring
60
+
61
+ What a player of the hit expects without being told. Keep them as defaults; breaking one is a choice to state in the design doc and to tell the player in the game (a how-to line, a first-screen hint), or it reads as a bug.
62
+ Starting code with these as defaults, and the screen flow: [starters.md](starters.md), "Merge or drop".
63
+
64
+ - Drop and merge (Suika): the piece hangs over a drop line that shows where it will fall, and the next piece is shown.
65
+ - Aim and bounce (Peggle): the aim guide shows the first path, and the free-ball bucket moves along the bottom every shot; it never runs out. A capped helper read as a bug twice in one of our games.
66
+ - A wrong move is cheap: undo or an instant restart of the level, and a solved state that is unmistakable.
67
+ - No clock on thinking in a pure puzzle (Monument Valley has no fail state); pressure comes from a board that fills, not a timer.
68
+
69
+ ## Wow catalogue
70
+
71
+ - Coloured squares on a grey grid is every puzzle prototype. Give the pieces a material, a world
72
+ and faces.
73
+
74
+ Pick one signature and up to three more before building (`npx @funpixel/tools wow` prints what to build and how each is checked; `wow pick <id> --signature` records it in the GDD's `## Wow`):
75
+
76
+ - `puzzle-top-rung` (signature): The rare top of the ladder, Suika Game
77
+ - `puzzle-chain-pitch` (juice): Each link a note higher, Puyo Puyo
78
+ - `puzzle-faces` (presentation): Pieces with faces, Threes!
79
+ - `puzzle-undo` (feel): Undo without shame, Baba Is You
80
+ - `puzzle-one-word` (signature): One new rule per level, Baba Is You
81
+ - `puzzle-score-sings` (presentation): Play makes the music, Mini Metro
82
+
83
+ ## Spatial puzzle chambers (an avatar in a room)
84
+
85
+ Portal, Monument Valley and The Witness are puzzles you walk through. What differs from a board:
86
+
87
+ - **The chamber is the unit.** Each debuts one element, then asks for it in a new combination; a
88
+ chapter spends itself on one trick. A chamber that tells you every step is a tutorial: one game's
89
+ first version cleared in 1:11 with a hint per step, and critics called it "a tutorial, not a
90
+ puzzle". The aha is a known tool used a new way: the exit seen through the portal, the cube
91
+ carried through it, the switch reachable only from the far side.
92
+ - **Teach, then step back.** Show the first use; after it, let the room speak (a colour-matched
93
+ plate and gate, light on what matters, the goal in view) and hint only when the player stalls.
94
+ - **Readable space.** The player always knows which side of a portal they are on (a different light
95
+ or colour per room), where a carried object will land (a ring on the floor before the drop) and
96
+ when something is in reach (it answers before the tap). These were our blind players' three
97
+ medium findings on that game.
98
+ - **Controls.** First person, or a fixed three-quarter view with tap-to-move (Monument Valley). Held
99
+ sideways: move on the left thumb, look on the right, one action button of at least 44 px, and the
100
+ two thumbs never share a zone.
101
+
102
+ ## Open choices
103
+
104
+ A starting contract you may keep or break; write down which in the GDD's genre-card line.
105
+
106
+ - **Camera.** A fixed board view for board puzzles; a moving or rotating camera for spatial ones.
107
+ - **Body.** No avatar for boards; an avatar or a guided figure for spatial puzzles.
108
+ - **Input on a phone.** A slide or step on a grid (Threes, ice and block sliders) is a swipe
109
+ anywhere on the board with the move previewed under the finger, arrow keys on a keyboard. An
110
+ on-screen pad fits as an accessibility setting: it repeats the swipe and takes the screen the
111
+ board needs (skill `fp:mobile-ui`, step 6).
112
+ - **Core systems.** Place, swap, merge, sort, push, rotate. Then choose: authored levels, a
113
+ generator, physics, a daily board, a move budget, a timer.
114
+ - **How a run ends.** No legal move, a goal met, a move budget spent, an exit reached; never a
115
+ frozen board.
116
+ - **Orientation.** Portrait for boards; landscape for walk-through chambers.
117
+
118
+ ## Depth and replay
119
+
120
+ Options with reasons; more in skill `fp:game-logic`, its depth reference.
121
+
122
+ - A drop or merge run lasts until the container overflows, 3 to 10 minutes (estimated); a level set
123
+ places its hard levels on a rhythm the player can feel; a daily seeded board gives a reason to
124
+ return.
125
+ - Pressure from the first drops: a small container or a partly filled seeded start, so the first
126
+ minute already asks where things go. Critics called one game's early basket "too sparse, no
127
+ packing pressure" beside Suika Game.
128
+ - The best score per mode saved, the next piece shown, restart in one tap.
129
+
130
+ ## Engineering checks
131
+
132
+ - **The generator is the game.** Generated logic boards use a seeded random source and are proven
133
+ solvable (for example, generated backwards and checked for solver depth; skill
134
+ `fp:game-logic`). Authored levels need a real solution; endless and physics puzzles need
135
+ reachable goals.
136
+ - **Measure difficulty with a bot that plays like a sharp player**; a random bot wins everything
137
+ and proves nothing.
138
+ - **Spatial resets.** A reset returns the avatar and every movable object safely; an object that
139
+ falls out of the world or through a portal edge comes back (no softlock).
140
+ - **State the checks can read.** Boards: `board_fill` (0 to 1) and `cleared`, with one check proving
141
+ a clear through a real drag (`pointer` on a piece). Chambers: the avatar's room, what it holds, each
142
+ switch and gate and a `solved` count, with checks that walk the real route with the stick.
143
+
144
+ **Shelf** (none required): gsap for transitions; a seeded RNG for reproducible boards; a physics
145
+ engine only when physical interaction is part of the game.
@@ -0,0 +1,137 @@
1
+ # Racing and flight
2
+
3
+ Kart racers, arcade drivers, drift games, time trials, endless roads, top-down racers, flyers. What
4
+ follows is what the genre's best games give players, then the choices open to you, then the checks
5
+ that catch this genre's quiet bugs. The creator's brief wins over anything here.
6
+
7
+ ## What players remember
8
+
9
+ - **The corner they nailed.** A drift held through a bend that pays out a boost, the line that
10
+ shaved a tenth, the jump taken flat out. Racing is remembered one corner at a time, so a track
11
+ is a set of corners worth naming, not a loop of road.
12
+ - **Speed you can feel in your stomach.** The world streaming past close to the car, the camera
13
+ pulling back as the engine climbs, the road dipping so the next section appears all at once.
14
+ - **The overtake and the near miss.** Passing a rival on the last straight, clipping past traffic,
15
+ a shell or a rival that almost got you. Drama comes from other bodies on the road.
16
+ - **A place with a mood.** A coast road at sunset, a neon city at night, a toy kitchen seen from
17
+ a mouse-sized car. The track is a trip somewhere, and the good ones change scenery along the way.
18
+ - **Beating your own ghost.** The best time you finally broke, the medal that went from silver to
19
+ gold after the tenth try.
20
+
21
+ ## The look and the world
22
+
23
+ - A strong horizon and a sky with a time of day do more for mood than detailed trackside props.
24
+ - Scenery close to the road sells speed (posts, trees, arches, crowds); open fields read slow.
25
+ - Each track or section has its own palette and one landmark you see coming from far away.
26
+ - The road reads first: kerbs, a racing line or lane paint, a clear edge where the grip ends.
27
+
28
+ ## Vehicles and drivers
29
+
30
+ - The vehicle is the hero: a strong silhouette from behind (the camera sees its rear most of the
31
+ time), a colour that owns it, and a body that leans, squats and bounces with the physics.
32
+ - A driver visible in the seat, or a face on the kart, buys character for very little.
33
+ - Rivals each keep one colour and one personality in how they drive (the bully, the careful one).
34
+ - **Keep the pack in view** (one racer, Oct 2026). Draw rivals at true scale out to about 60 m
35
+ and compress the distance beyond it, so the pack stays on screen while contact up close reads
36
+ exactly. A bunching rule tuned for the chase keeps it there: a racer more than 10 m from the
37
+ pack's mean distance is pulled toward it, 0.05 m/s per metre beyond, at most 0.8 m/s, ahead or
38
+ behind alike; one switch, turned down if testers call it rubber-banding. Frames worth judging
39
+ start from 3rd–6th place with 2–4 rivals at 15–80 m, at least 10 m or a lane apart so
40
+ silhouettes never merge, and at most three name tags, faded by distance.
41
+
42
+ ## HUD
43
+
44
+ Racing HUDs are small and live at the edges: position as a big number, lap or distance, a
45
+ speedometer or boost gauge, and a mini-map or progress strip. The screen centre belongs to the road.
46
+ The lap and the finish get a moment of their own (a banner, a sound, a slowdown).
47
+
48
+ ## Feel
49
+
50
+ - Steering answers the same frame and grows with how long it is held; a car that turns late feels
51
+ heavy and a car that snaps feels twitchy, and both are tuning numbers, not art.
52
+ - Drift charges something you can see (sparks that change colour at thresholds, a gauge filling),
53
+ and releasing it at the right moment is the skill.
54
+ - Speed feel: the field of view widens with velocity, streaks or dust at top speed, a slight
55
+ shake, and an engine pitch that climbs with throttle.
56
+ - Every gate or checkpoint answers locally (a flash on the gate, a chime, a burst), never the
57
+ whole screen at gate rate, which is a photosensitivity risk.
58
+
59
+ ## Hits to study
60
+
61
+ - **Mario Kart 8 Deluxe.** Watch the drift: sparks change colour as the charge grows, and letting go
62
+ fires a boost sized to the charge. Watch the start: a boost for pressing at the right beat of the
63
+ countdown. Items keep a trailing player in the race; look at how a hit is shown (a spin, a pause,
64
+ never a long stop).
65
+ - **Trackmania.** Instant restart from the last checkpoint or the start, a ghost of your best run,
66
+ and bronze, silver, gold and author medals on every track. The whole game is run two, run three,
67
+ run twenty; notice how little stands between a crash and driving again.
68
+ - **OutRun** (and the phone-era homage Horizon Chase Turbo). The player picks the music before the
69
+ race, the route forks at checkpoints so each run is a small journey, and the colour of each
70
+ stretch of road changes with the scenery. Horizon Chase shows a bright low-poly look that runs on
71
+ a phone and still feels fast.
72
+
73
+ ## Conventions players bring
74
+
75
+ What a player of the hit expects without being told. Keep them as defaults; breaking one is a choice to state in the design doc and to tell the player in the game (a how-to line, a first-screen hint), or it reads as a bug.
76
+ Starting code with these as defaults, and the screen flow: [starters.md](starters.md), "Racing".
77
+
78
+ - A fall or a wall is a short respawn on the track, never a restart of the race.
79
+ - Position and lap are always on screen; the rivals' pace is beatable with a thumb, not only with frame-perfect input (one racer's last cup was won only at 60 decisions a second).
80
+ - Help for the back of the pack: Mario Kart weights its items toward the players behind, so a race stays open.
81
+ - A ghost or a best time to beat on the next attempt.
82
+
83
+ ## Wow catalogue
84
+
85
+ - A grey road through green hills with a red car is every racing prototype: give the world a place,
86
+ a season and a time of day.
87
+
88
+ Pick one signature and up to three more before building (`npx @funpixel/tools wow` prints what to build and how each is checked; `wow pick <id> --signature` records it in the GDD's `## Wow`):
89
+
90
+ - `racing-drift-tiers` (signature): A drift that charges in colours, Mario Kart 8
91
+ - `racing-speed-lens` (juice): The lens opens with speed, Burnout
92
+ - `racing-takedown` (juice): The crash you cause, replayed, Burnout 3
93
+ - `racing-restart` (feel): Back on the line at once, Trackmania
94
+ - `racing-ghost` (signature): Race your best run, Trackmania
95
+ - `racing-low-camera` (presentation): Low behind, the road fills the frame, Mario Kart 8
96
+
97
+ ## Open choices
98
+
99
+ A starting contract you may keep or break; write down which in the GDD's genre-card line.
100
+
101
+ - **Camera.** A chase camera behind the vehicle is the default; top-down, side-on, first-person
102
+ cockpit and a fixed isometric track are all real shapes of this genre.
103
+ - **Body.** One vehicle the player drives; flight trades the road for rings or a corridor.
104
+ - **Core systems.** Steering and throttle (auto-throttle suits one-thumb phone play), then pick:
105
+ drift-boost, items, traffic, a fuel or heat gauge, upgrades between races.
106
+ - **How a run ends.** Laps (about three of 30 to 60 s, estimated), a finish line, a checkpoint
107
+ clock that extends on each gate, or distance until a crash for an endless road. Results with
108
+ instant retry, and a best time or ghost as the reason for run two.
109
+ - **Orientation.** Landscape for a chase camera; portrait works for top-down and lane-based roads.
110
+ Tilt can be offered, beside touch controls rather than instead of them.
111
+
112
+ ## Depth and replay
113
+
114
+ Options with reasons; more in skill `fp:game-logic`, its depth reference.
115
+
116
+ - The first corner or overtake inside about 5 s of the start.
117
+ - A ghost of the best lap, medal times per track, the best time saved on the device; a time trial
118
+ is this genre's score attack.
119
+ - A second track or a mirrored one opened by the first medal gives a first win somewhere to go.
120
+
121
+ ## Engineering checks
122
+
123
+ These catch bugs that build green and ship broken.
124
+
125
+ - **The steering sign.** Steering is judged in screen space: pressing left must move the vehicle
126
+ left on screen. A chase camera whose offset sits on the wrong side mirrors X, and this is how this
127
+ genre ships with inverted controls. After any camera change, press the real key once and read the
128
+ vehicle's projected position (skill `fp:game-spine`, its camera reference). Fix the camera
129
+ or the input mapping, never a state field.
130
+ - **State the checks can read.** Expose `lateralX` (screen space), `speed`, and `lap` or `gates`.
131
+ One `funpixel.json` check with a real `key` and a `subject` proves the steering sign; one proves
132
+ `gates` rises while driving.
133
+ - **Frame rate on phones.** Pixel ratio around 1.5, few real-time lights, fog for distance and
134
+ instanced scenery are a place to start; measure with `npx @funpixel/tools profile` and keep the
135
+ look you chose (cut how a frame is made, not the art).
136
+
137
+ **Shelf** (libraries that fit, none required): Three.js; chunked ground; an instanced scatter.
@@ -0,0 +1,125 @@
1
+ # RPGs and roguelikes
2
+
3
+ Action RPGs and roguelites, dungeon crawlers, turn-based adventures, runs with meta progress. What
4
+ the genre's best games give players comes first, then the choices open to you, then the checks. The
5
+ creator's brief wins over anything here.
6
+
7
+ ## What players remember
8
+
9
+ - **Who they became.** A build that came together, a character who grew from a stick to a legend.
10
+ The RPG promise is change in the player's power, and it has to be visible and felt.
11
+ - **The characters they met.** A shopkeeper with a secret, a rival who comes back, a family waiting
12
+ at home. RPGs are remembered for people as much as for fights.
13
+ - **The loot moment.** A drop in a colour they had never seen, a chest that glowed before it
14
+ opened, a weapon with a name.
15
+ - **The boss that took five tries,** and the one where everything they had learned clicked.
16
+ - **Death that moved the story.** Coming back changed, to a place that changed.
17
+
18
+ ## The look and the world
19
+
20
+ - A world with a strong single idea (the underworld as a family business, a castle that rearranges
21
+ itself, a forest that remembers) gives every room, enemy and item a reason.
22
+ - Rooms or areas each have a palette and a landmark, so the player knows where they are from a
23
+ screenshot.
24
+ - Loot and rarity have a colour language the whole game respects.
25
+
26
+ ## Characters
27
+
28
+ The hero reads at phone size with one clear silhouette and a colour that is theirs. Companions,
29
+ merchants and bosses each get a portrait or a pose and a voice (a line, a sound, a way of moving).
30
+ Enemies look like what they do: the fast one leans, the heavy one is wide, the caster glows before
31
+ it casts.
32
+
33
+ ## HUD
34
+
35
+ Health (and a resource such as mana or a dash charge) in a corner, abilities along the thumb edge
36
+ with cooldowns drawn on the buttons, and the current room or floor named briefly on entry. A choice
37
+ screen (boons, loot, a level-up) takes over the screen and gets the juice.
38
+
39
+ ## Feel
40
+
41
+ - Every attack has a wind-up, a strike and a recovery the player can read, and every enemy attack
42
+ has a tell before it lands. Losing should feel like a mistimed dodge, never a surprise.
43
+ - Contact answers with a flash, knockback, a sound and a brief freeze sized to the hit (or what the
44
+ style calls for).
45
+ - The dodge or dash is the verb that makes combat a dance: quick, safe for a window, then committed.
46
+
47
+ ## Hits to study
48
+
49
+ - **Hades.** After each room, a choice of boons from a god with a face and a voice. The music plays
50
+ in stems: all of them during combat, the drums dropping out when it ends, every layer for a boss. Death
51
+ returns you to a house where the story moves on, so losing is content. Characters were sculpted in
52
+ 3D and then hand-painted with black linework to match the 2D portraits; study how every character
53
+ reads as a painting.
54
+ - **Dead Cells.** Characters about 50 px tall, animated pose to pose at 30 fps, with extra frames
55
+ added only before or after a key pose, never between. Visual effects carry the impact. Look at how
56
+ short the path is from dying to the next run.
57
+ - **Diablo** (the lineage, any entry). Loot drops in rarity colours, each with its own sound, so a
58
+ good drop is heard before it is read. Watch how a loot beam or a rare sound makes the player stop
59
+ everything to look.
60
+
61
+ ## Conventions players bring
62
+
63
+ What a player of the hit expects without being told. Keep them as defaults; breaking one is a choice to state in the design doc and to tell the player in the game (a how-to line, a first-screen hint), or it reads as a bug.
64
+ Starting code with these as defaults, and the screen flow: [starters.md](starters.md), "Action RPG".
65
+
66
+ - A dodge or roll that goes through attacks, with a telegraph long enough to read before each strike.
67
+ - Loot compared at a glance: better or worse shown on the item, not worked out from numbers.
68
+ - Death keeps something (Dead Cells' unlocks, Hades' currency between runs), so a lost run still moves the player on.
69
+ - Enemies announce what they will do next (Slay the Spire's intents) when the fight is about planning.
70
+
71
+ ## Wow catalogue
72
+
73
+ - A knight with a sword in a grey dungeon fighting slimes is every RPG prototype. Start from a world
74
+ with a premise and let it name the enemies, the items and the rooms.
75
+
76
+ Pick one signature and up to three more before building (`npx @funpixel/tools wow` prints what to build and how each is checked; `wow pick <id> --signature` records it in the GDD's `## Wow`):
77
+
78
+ - `rpg-death-is-story` (signature): Death moves the story on, Hades
79
+ - `rpg-dash-strike` (feel): A dash with a safe window, Hades
80
+ - `rpg-hitstop` (juice): Hits freeze by weight, Hollow Knight
81
+ - `rpg-remember` (presentation): People remember what you did, Undertale
82
+ - `rpg-boss-card` (presentation): A boss arrives on a shot, Hollow Knight
83
+ - `rpg-mercy` (signature): A fight you can end without winning it, Undertale
84
+
85
+ ## What is each weapon or skill for?
86
+
87
+ A design question for the GDD: for each weapon, ability or spell, the situation where it beats the
88
+ others (reach, a crowd, a shield, a state it opens or finishes) and what it costs. A choice of three
89
+ reads as a choice when the three answer different situations (our reading). One of our
90
+ hand-iterated games answered it per weapon (a cutter for joints, a rivet driver that pins an enemy
91
+ from range, a scattergun that clears a crowd at the cost of stealth, a knife that finishes a staggered
92
+ enemy). A question, not a mandate; more in skill `fp:game-feel`, `references/contact.md`.
93
+
94
+ ## Open choices
95
+
96
+ A starting contract you may keep or break; write down which in the GDD's genre-card line.
97
+
98
+ - **Camera.** Top-down, isometric or side view that follows; a fixed room view for a dungeon run.
99
+ - **Body.** One hero or a small party.
100
+ - **Core systems.** Fight and choose: every level-up, room or draw offers a few options. Then pick:
101
+ real-time or turn-based combat, a dash, loot, a shop, a hub, companions, meta progress.
102
+ - **How a run ends.** Death, or a floor or boss cleared; run two carries something (gold, a
103
+ shortcut, a story beat).
104
+ - **Orientation.** Landscape for action; portrait suits turn-based and card-driven runs.
105
+
106
+ ## Depth and replay
107
+
108
+ Options with reasons; more in skill `fp:game-logic`, its depth reference.
109
+
110
+ - A floor or quest of about 5 to 10 minutes (estimated); death carries something forward, so
111
+ losing is progress.
112
+ - The seed as a share code, a best depth or fastest clear saved, one class or item unlocked by the
113
+ first clear.
114
+
115
+ ## Engineering checks
116
+
117
+ - **Persistence.** Keep meta progress in `SaveManager` (skill `fp:game-spine`): a new run wipes the
118
+ run, never the meta.
119
+ - **Seeded dungeons** keep only the largest connected region and put the exit farthest from the
120
+ start; danger rises with distance, not room index (skill `fp:game-logic`).
121
+ - **State the checks can read.** Expose `floor` or `turn`, `hp`, `gold`. One check proves an attack
122
+ lands through real input (`enemy_hp` falls); one proves the choice screen changes state.
123
+
124
+ **Shelf** (libraries that fit, none required): rot-js (field of view, dungeon generation); a seeded
125
+ RNG (the seed is the share code); yuka for enemy state machines; gsap.