agent manifest generation, party mode uses it, and tea persona compression

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# Game Design Document (GDD) Workflow
This folder contains the GDD workflow for game projects, replacing the traditional PRD approach with game-specific documentation.
## Overview
The GDD workflow creates a comprehensive Game Design Document that captures:
- Core gameplay mechanics and pillars
- Game type-specific elements (RPG systems, platformer movement, puzzle mechanics, etc.)
- Level design framework
- Art and audio direction
- Technical specifications (platform-agnostic)
- Development epics
## Architecture
### Universal Template
`gdd-template.md` contains sections common to ALL game types:
- Executive Summary
- Goals and Context
- Core Gameplay
- Win/Loss Conditions
- Progression and Balance
- Level Design Framework
- Art and Audio Direction
- Technical Specs
- Development Epics
- Success Metrics
### Game-Type-Specific Injection
The template includes a `{{GAME_TYPE_SPECIFIC_SECTIONS}}` placeholder that gets replaced with game-type-specific content.
### Game Types Registry
`game-types.csv` defines 24+ game types with:
- **id**: Unique identifier (e.g., `action-platformer`, `rpg`, `roguelike`)
- **name**: Human-readable name
- **description**: Brief description of the game type
- **genre_tags**: Searchable tags
- **fragment_file**: Path to type-specific template fragment
### Game-Type Fragments
Located in `game-types/` folder, these markdown files contain sections specific to each game type:
**action-platformer.md**:
- Movement System (jump mechanics, air control, special moves)
- Combat System (attack types, combos, enemy AI)
- Level Design Patterns (platforming challenges, combat arenas)
- Player Abilities and Unlocks
**rpg.md**:
- Character System (stats, classes, leveling)
- Inventory and Equipment
- Quest System
- World and Exploration
- NPC and Dialogue
- Combat System
**puzzle.md**:
- Core Puzzle Mechanics
- Puzzle Progression
- Level Structure
- Player Assistance
- Replayability
**roguelike.md**:
- Run Structure
- Procedural Generation
- Permadeath and Progression
- Item and Upgrade System
- Character Selection
- Difficulty Modifiers
...and 20+ more game types!
## Workflow Flow
1. **Router Detection** (instructions-router.md):
- Step 3 asks for project type
- If "Game" selected → sets `workflow_type = "gdd"`
- Skips standard level classification
- Jumps to GDD-specific assessment
2. **Game Type Selection** (instructions-gdd.md Step 1):
- Presents 9 common game types + "Other"
- Maps selection to `game-types.csv`
- Loads corresponding fragment file
- Stores `game_type` for injection
3. **Universal GDD Sections** (Steps 2-5, 7-13):
- Platform and target audience
- Goals and context
- Core gameplay (pillars, loop, win/loss)
- Mechanics and controls
- Progression and balance
- Level design
- Art and audio
- Technical specs
- Epics and metrics
4. **Game-Type Injection** (Step 6):
- Loads fragment from `game-types/{game_type}.md`
- For each `{{placeholder}}` in fragment, elicits details
- Injects completed sections into `{{GAME_TYPE_SPECIFIC_SECTIONS}}`
5. **Solutioning Handoff** (Step 14):
- Routes to `3-solutioning` workflow
- Platform/engine specifics handled by solutioning registry
- Game-\* entries in solutioning `registry.csv` provide engine-specific guidance
## Platform vs. Game Type Separation
**GDD (this workflow)**: Game-type specifics
- What makes an RPG an RPG (stats, quests, inventory)
- What makes a platformer a platformer (jump mechanics, level design)
- Genre-defining mechanics and systems
**Solutioning (3-solutioning workflow)**: Platform/engine specifics
- Unity vs. Godot vs. Phaser vs. Unreal
- 2D vs. 3D rendering
- Physics engines
- Input systems
- Platform constraints (mobile, web, console)
This separation allows:
- Single universal GDD regardless of platform
- Platform decisions made during architecture phase
- Easy platform pivots without rewriting GDD
## Output
**GDD.md**: Complete game design document with:
- All universal sections filled
- Game-type-specific sections injected
- Ready for solutioning handoff
## Example Game Types
| ID | Name | Key Sections |
| ----------------- | ----------------- | ------------------------------------------------- |
| action-platformer | Action Platformer | Movement, Combat, Level Patterns, Abilities |
| rpg | RPG | Character System, Inventory, Quests, World, NPCs |
| puzzle | Puzzle | Puzzle Mechanics, Progression, Level Structure |
| roguelike | Roguelike | Run Structure, Procgen, Permadeath, Items |
| shooter | Shooter | Weapon Systems, Enemy AI, Arena Design |
| strategy | Strategy | Resources, Units, AI, Victory Conditions |
| metroidvania | Metroidvania | Interconnected World, Ability Gating, Exploration |
| visual-novel | Visual Novel | Branching Story, Dialogue Trees, Choices |
| tower-defense | Tower Defense | Waves, Tower Types, Placement, Economy |
| card-game | Card Game | Deck Building, Card Mechanics, Turn System |
...and 14+ more!
## Adding New Game Types
1. Add row to `game-types.csv`:
```csv
new-type,New Type Name,"Description",tags,new-type.md
```
2. Create `game-types/new-type.md`:
```markdown
## New Type Specific Elements
### System Name
{{system_placeholder}}
**Details:**
- Element 1
- Element 2
```
3. The workflow automatically uses it!
## Integration with Solutioning
When a game project completes the GDD and moves to solutioning:
1. Solutioning workflow reads `project_type == "game"`
2. Loads GDD.md instead of PRD.md
3. Matches game platforms to solutioning `registry.csv` game-\* entries
4. Provides engine-specific guidance (Unity, Godot, Phaser, etc.)
5. Generates solution-architecture.md with platform decisions
6. Creates per-epic tech specs
Example solutioning registry entries:
- `game-unity-2d`: Unity 2D games
- `game-godot-3d`: Godot 3D games
- `game-phaser`: Phaser web games
- `game-unreal-3d`: Unreal Engine games
- `game-custom-3d-rust`: Custom Rust game engines
## Philosophy
**Game projects are fundamentally different from software products**:
- Gameplay feel > feature lists
- Playtesting > user testing
- Game pillars > product goals
- Mechanics > requirements
- Fun > utility
The GDD workflow respects these differences while maintaining BMAD Method rigor.

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id,name,description,genre_tags,fragment_file
action-platformer,Action Platformer,"Side-scrolling or 3D platforming with combat mechanics","action,platformer,combat,movement",action-platformer.md
puzzle,Puzzle,"Logic-based challenges and problem-solving","puzzle,logic,cerebral",puzzle.md
rpg,RPG,"Character progression, stats, inventory, quests","rpg,stats,inventory,quests,narrative",rpg.md
strategy,Strategy,"Resource management, tactical decisions, long-term planning","strategy,tactics,resources,planning",strategy.md
shooter,Shooter,"Projectile combat, aiming mechanics, arena/level design","shooter,combat,aiming,fps,tps",shooter.md
adventure,Adventure,"Story-driven exploration and narrative","adventure,narrative,exploration,story",adventure.md
simulation,Simulation,"Realistic systems, management, building","simulation,management,sandbox,systems",simulation.md
roguelike,Roguelike,"Procedural generation, permadeath, run-based progression","roguelike,procedural,permadeath,runs",roguelike.md
moba,MOBA,"Multiplayer team battles, hero/champion selection, lanes","moba,multiplayer,pvp,heroes,lanes",moba.md
fighting,Fighting,"1v1 combat, combos, frame data, competitive","fighting,combat,competitive,combos,pvp",fighting.md
racing,Racing,"Vehicle control, tracks, speed, lap times","racing,vehicles,tracks,speed",racing.md
sports,Sports,"Team-based or individual sports simulation","sports,teams,realistic,physics",sports.md
survival,Survival,"Resource gathering, crafting, persistent threats","survival,crafting,resources,danger",survival.md
horror,Horror,"Atmosphere, tension, limited resources, fear mechanics","horror,atmosphere,tension,fear",horror.md
idle-incremental,Idle/Incremental,"Passive progression, upgrades, automation","idle,incremental,automation,progression",idle-incremental.md
card-game,Card Game,"Deck building, card mechanics, turn-based strategy","card,deck-building,strategy,turns",card-game.md
tower-defense,Tower Defense,"Wave-based defense, tower placement, resource management","tower-defense,waves,placement,strategy",tower-defense.md
metroidvania,Metroidvania,"Interconnected world, ability gating, exploration","metroidvania,exploration,abilities,interconnected",metroidvania.md
visual-novel,Visual Novel,"Narrative choices, branching story, dialogue","visual-novel,narrative,choices,story",visual-novel.md
rhythm,Rhythm,"Music synchronization, timing-based gameplay","rhythm,music,timing,beats",rhythm.md
turn-based-tactics,Turn-Based Tactics,"Grid-based movement, turn order, positioning","tactics,turn-based,grid,positioning",turn-based-tactics.md
sandbox,Sandbox,"Creative freedom, building, minimal objectives","sandbox,creative,building,freedom",sandbox.md
text-based,Text-Based,"Text input/output, parser or choice-based","text,parser,interactive-fiction,mud",text-based.md
party-game,Party Game,"Local multiplayer, minigames, casual fun","party,multiplayer,minigames,casual",party-game.md
1 id name description genre_tags fragment_file
2 action-platformer Action Platformer Side-scrolling or 3D platforming with combat mechanics action,platformer,combat,movement action-platformer.md
3 puzzle Puzzle Logic-based challenges and problem-solving puzzle,logic,cerebral puzzle.md
4 rpg RPG Character progression, stats, inventory, quests rpg,stats,inventory,quests,narrative rpg.md
5 strategy Strategy Resource management, tactical decisions, long-term planning strategy,tactics,resources,planning strategy.md
6 shooter Shooter Projectile combat, aiming mechanics, arena/level design shooter,combat,aiming,fps,tps shooter.md
7 adventure Adventure Story-driven exploration and narrative adventure,narrative,exploration,story adventure.md
8 simulation Simulation Realistic systems, management, building simulation,management,sandbox,systems simulation.md
9 roguelike Roguelike Procedural generation, permadeath, run-based progression roguelike,procedural,permadeath,runs roguelike.md
10 moba MOBA Multiplayer team battles, hero/champion selection, lanes moba,multiplayer,pvp,heroes,lanes moba.md
11 fighting Fighting 1v1 combat, combos, frame data, competitive fighting,combat,competitive,combos,pvp fighting.md
12 racing Racing Vehicle control, tracks, speed, lap times racing,vehicles,tracks,speed racing.md
13 sports Sports Team-based or individual sports simulation sports,teams,realistic,physics sports.md
14 survival Survival Resource gathering, crafting, persistent threats survival,crafting,resources,danger survival.md
15 horror Horror Atmosphere, tension, limited resources, fear mechanics horror,atmosphere,tension,fear horror.md
16 idle-incremental Idle/Incremental Passive progression, upgrades, automation idle,incremental,automation,progression idle-incremental.md
17 card-game Card Game Deck building, card mechanics, turn-based strategy card,deck-building,strategy,turns card-game.md
18 tower-defense Tower Defense Wave-based defense, tower placement, resource management tower-defense,waves,placement,strategy tower-defense.md
19 metroidvania Metroidvania Interconnected world, ability gating, exploration metroidvania,exploration,abilities,interconnected metroidvania.md
20 visual-novel Visual Novel Narrative choices, branching story, dialogue visual-novel,narrative,choices,story visual-novel.md
21 rhythm Rhythm Music synchronization, timing-based gameplay rhythm,music,timing,beats rhythm.md
22 turn-based-tactics Turn-Based Tactics Grid-based movement, turn order, positioning tactics,turn-based,grid,positioning turn-based-tactics.md
23 sandbox Sandbox Creative freedom, building, minimal objectives sandbox,creative,building,freedom sandbox.md
24 text-based Text-Based Text input/output, parser or choice-based text,parser,interactive-fiction,mud text-based.md
25 party-game Party Game Local multiplayer, minigames, casual fun party,multiplayer,minigames,casual party-game.md

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## Action Platformer Specific Elements
### Movement System
{{movement_mechanics}}
**Core movement abilities:**
- Jump mechanics (height, air control, coyote time)
- Running/walking speed
- Special movement (dash, wall-jump, double-jump, etc.)
### Combat System
{{combat_system}}
**Combat mechanics:**
- Attack types (melee, ranged, special)
- Combo system
- Enemy AI behavior patterns
- Hit feedback and impact
### Level Design Patterns
{{level_design_patterns}}
**Level structure:**
- Platforming challenges
- Combat arenas
- Secret areas and collectibles
- Checkpoint placement
- Difficulty spikes and pacing
### Player Abilities and Unlocks
{{player_abilities}}
**Ability progression:**
- Starting abilities
- Unlockable abilities
- Ability synergies
- Upgrade paths

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## Adventure Specific Elements
<narrative-workflow-recommended>
This game type is **narrative-heavy**. Consider running the Narrative Design workflow after completing the GDD to create:
- Detailed story structure and beats
- Character profiles and arcs
- World lore and history
- Dialogue framework
- Environmental storytelling
</narrative-workflow-recommended>
### Exploration Mechanics
{{exploration_mechanics}}
**Exploration design:**
- World structure (linear, open, hub-based, interconnected)
- Movement and traversal
- Observation and inspection mechanics
- Discovery rewards (story reveals, items, secrets)
- Pacing of exploration vs. story
### Story Integration
{{story_integration}}
**Narrative gameplay:**
- Story delivery methods (cutscenes, in-game, environmental)
- Player agency in story (linear, branching, player-driven)
- Story pacing (acts, beats, tension/release)
- Character introduction and development
- Climax and resolution structure
**Note:** Detailed story elements (plot, characters, lore) belong in the Narrative Design Document.
### Puzzle Systems
{{puzzle_systems}}
**Puzzle integration:**
- Puzzle types (inventory, logic, environmental, dialogue)
- Puzzle difficulty curve
- Hint systems
- Puzzle-story connection (narrative purpose)
- Optional vs. required puzzles
### Character Interaction
{{character_interaction}}
**NPC systems:**
- Dialogue system (branching, linear, choice-based)
- Character relationships
- NPC schedules/behaviors
- Companion mechanics (if applicable)
- Memorable character moments
### Inventory and Items
{{inventory_items}}
**Item systems:**
- Inventory scope (key items, collectibles, consumables)
- Item examination/description
- Combination/crafting (if applicable)
- Story-critical items vs. optional items
- Item-based progression gates
### Environmental Storytelling
{{environmental_storytelling}}
**World narrative:**
- Visual storytelling techniques
- Audio atmosphere
- Readable documents (journals, notes, signs)
- Environmental clues
- Show vs. tell balance

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## Card Game Specific Elements
### Card Types and Effects
{{card_types}}
**Card design:**
- Card categories (creatures, spells, enchantments, etc.)
- Card rarity tiers (common, rare, epic, legendary)
- Card attributes (cost, power, health, etc.)
- Effect types (damage, healing, draw, control, etc.)
- Keywords and abilities
- Card synergies
### Deck Building
{{deck_building}}
**Deck construction:**
- Deck size limits (minimum, maximum)
- Card quantity limits (e.g., max 2 copies)
- Class/faction restrictions
- Deck archetypes (aggro, control, combo, midrange)
- Sideboard mechanics (if applicable)
- Pre-built vs. custom decks
### Mana/Resource System
{{mana_resources}}
**Resource mechanics:**
- Mana generation (per turn, from cards, etc.)
- Mana curve design
- Resource types (colored mana, energy, etc.)
- Ramp mechanics
- Resource denial strategies
### Turn Structure
{{turn_structure}}
**Game flow:**
- Turn phases (draw, main, combat, end)
- Priority and response windows
- Simultaneous vs. alternating turns
- Time limits per turn
- Match length targets
### Card Collection and Progression
{{collection_progression}}
**Player progression:**
- Card acquisition (packs, rewards, crafting)
- Deck unlocks
- Currency systems (gold, dust, wildcards)
- Free-to-play balance
- Collection completion incentives
### Game Modes
{{game_modes}}
**Mode variety:**
- Ranked ladder
- Draft/Arena modes
- Campaign/story mode
- Casual/unranked
- Special event modes
- Tournament formats

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## Fighting Game Specific Elements
### Character Roster
{{character_roster}}
**Fighter design:**
- Roster size (launch + planned DLC)
- Character archetypes (rushdown, zoner, grappler, all-rounder, etc.)
- Move list diversity
- Complexity tiers (beginner vs. expert characters)
- Balance philosophy (everyone viable vs. tier system)
### Move Lists and Frame Data
{{moves_frame_data}}
**Combat mechanics:**
- Normal moves (light, medium, heavy)
- Special moves (quarter-circle, charge, etc.)
- Super/ultimate moves
- Frame data (startup, active, recovery, advantage)
- Hit/hurt boxes
- Command inputs vs. simplified inputs
### Combo System
{{combo_system}}
**Combo design:**
- Combo structure (links, cancels, chains)
- Juggle system
- Wall/ground bounces
- Combo scaling
- Reset opportunities
- Optimal vs. practical combos
### Defensive Mechanics
{{defensive_mechanics}}
**Defense options:**
- Blocking (high, low, crossup protection)
- Dodging/rolling/backdashing
- Parries/counters
- Pushblock/advancing guard
- Invincibility frames
- Escape options (burst, breaker, etc.)
### Stage Design
{{stage_design}}
**Arena design:**
- Stage size and boundaries
- Wall mechanics (wall combos, wall break)
- Interactive elements
- Ring-out mechanics (if applicable)
- Visual clarity vs. aesthetics
### Single Player Modes
{{single_player}}
**Offline content:**
- Arcade/story mode
- Training mode features
- Mission/challenge mode
- Boss fights
- Unlockables
### Competitive Features
{{competitive_features}}
**Tournament-ready:**
- Ranked matchmaking
- Lobby systems
- Replay features
- Frame delay/rollback netcode
- Spectator mode
- Tournament mode

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## Horror Game Specific Elements
<narrative-workflow-recommended>
This game type is **narrative-important**. Consider running the Narrative Design workflow after completing the GDD to create:
- Detailed story structure and scares
- Character backstories and motivations
- World lore and mythology
- Environmental storytelling
- Tension pacing and narrative beats
</narrative-workflow-recommended>
### Atmosphere and Tension Building
{{atmosphere}}
**Horror atmosphere:**
- Visual design (lighting, shadows, color palette)
- Audio design (soundscape, silence, music cues)
- Environmental storytelling
- Pacing of tension and release
- Jump scares vs. psychological horror
- Safe zones vs. danger zones
### Fear Mechanics
{{fear_mechanics}}
**Core horror systems:**
- Visibility/darkness mechanics
- Limited resources (ammo, health, light)
- Vulnerability (combat avoidance, hiding)
- Sanity/fear meter (if applicable)
- Pursuer/stalker mechanics
- Detection systems (line of sight, sound)
### Enemy/Threat Design
{{enemy_threat}}
**Threat systems:**
- Enemy types (stalker, environmental, psychological)
- Enemy behavior (patrol, hunt, ambush)
- Telegraphing and tells
- Invincible vs. killable enemies
- Boss encounters
- Encounter frequency and pacing
### Resource Scarcity
{{resource_scarcity}}
**Limited resources:**
- Ammo/weapon durability
- Health items
- Light sources (batteries, fuel)
- Save points (if limited)
- Inventory constraints
- Risk vs. reward of exploration
### Safe Zones and Respite
{{safe_zones}}
**Tension management:**
- Safe room design
- Save point placement
- Temporary refuge mechanics
- Calm before storm pacing
- Item management areas
### Puzzle Integration
{{puzzles}}
**Environmental puzzles:**
- Puzzle types (locks, codes, environmental)
- Difficulty balance (accessibility vs. challenge)
- Hint systems
- Puzzle-tension balance
- Narrative purpose of puzzles

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## Idle/Incremental Game Specific Elements
### Core Click/Interaction
{{core_interaction}}
**Primary mechanic:**
- Click action (what happens on click)
- Click value progression
- Auto-click mechanics
- Combo/streak systems (if applicable)
- Satisfaction and feedback (visual, audio)
### Upgrade Trees
{{upgrade_trees}}
**Upgrade systems:**
- Upgrade categories (click power, auto-generation, multipliers)
- Upgrade costs and scaling
- Unlock conditions
- Synergies between upgrades
- Upgrade branches and choices
- Meta-upgrades (affect future runs)
### Automation Systems
{{automation}}
**Passive mechanics:**
- Auto-clicker unlocks
- Manager/worker systems
- Multiplier stacking
- Offline progression
- Automation tiers
- Balance between active and idle play
### Prestige and Reset Mechanics
{{prestige_reset}}
**Long-term progression:**
- Prestige conditions (when to reset)
- Persistent bonuses after reset
- Prestige currency
- Multiple prestige layers (if applicable)
- Scaling between runs
- Endgame infinite scaling
### Number Balancing
{{number_balancing}}
**Economy design:**
- Exponential growth curves
- Notation systems (K, M, B, T or scientific)
- Soft caps and plateaus
- Time gates
- Pacing of progression
- Wall breaking mechanics
### Meta-Progression
{{meta_progression}}
**Long-term engagement:**
- Achievement system
- Collectibles
- Alternate game modes
- Seasonal content
- Challenge runs
- Endgame goals

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## Metroidvania Specific Elements
<narrative-workflow-recommended>
This game type is **narrative-moderate**. Consider running the Narrative Design workflow after completing the GDD to create:
- World lore and environmental storytelling
- Character encounters and NPC arcs
- Backstory reveals through exploration
- Optional narrative depth
</narrative-workflow-recommended>
### Interconnected World Map
{{world_map}}
**Map design:**
- World structure (regions, zones, biomes)
- Interconnection points (shortcuts, elevators, warps)
- Verticality and layering
- Secret areas
- Map reveal mechanics
- Fast travel system (if applicable)
### Ability-Gating System
{{ability_gating}}
**Progression gates:**
- Core abilities (double jump, dash, wall climb, swim, etc.)
- Ability locations and pacing
- Soft gates vs. hard gates
- Optional abilities
- Sequence breaking considerations
- Ability synergies
### Backtracking Design
{{backtracking}}
**Return mechanics:**
- Obvious backtrack opportunities
- Hidden backtrack rewards
- Fast travel to reduce tedium
- Enemy respawn considerations
- Changed world state (if applicable)
- Completionist incentives
### Exploration Rewards
{{exploration_rewards}}
**Discovery incentives:**
- Health/energy upgrades
- Ability upgrades
- Collectibles (lore, cosmetics)
- Secret bosses
- Optional areas
- Completion percentage tracking
### Combat System
{{combat_system}}
**Combat mechanics:**
- Attack types (melee, ranged, magic)
- Boss fight design
- Enemy variety and placement
- Combat progression
- Defensive options
- Difficulty balance
### Sequence Breaking
{{sequence_breaking}}
**Advanced play:**
- Intended vs. unintended skips
- Speedrun considerations
- Difficulty of sequence breaks
- Reward for sequence breaking
- Developer stance on breaks
- Game completion without all abilities

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## MOBA Specific Elements
### Hero/Champion Roster
{{hero_roster}}
**Character design:**
- Hero count (initial roster, planned additions)
- Hero roles (tank, support, carry, assassin, mage, etc.)
- Unique abilities per hero (Q, W, E, R + passive)
- Hero complexity tiers (beginner-friendly vs. advanced)
- Visual and thematic diversity
- Counter-pick dynamics
### Lane Structure and Map
{{lane_map}}
**Map design:**
- Lane configuration (3-lane, 2-lane, custom)
- Jungle/neutral areas
- Objective locations (towers, inhibitors, nexus/ancient)
- Spawn points and fountains
- Vision mechanics (wards, fog of war)
### Item and Build System
{{item_build}}
**Itemization:**
- Item categories (offensive, defensive, utility, consumables)
- Gold economy
- Build paths and item trees
- Situational itemization
- Starting items vs. late-game items
### Team Composition and Roles
{{team_composition}}
**Team strategy:**
- Role requirements (1-3-1, 2-1-2, etc.)
- Team synergies
- Draft/ban phase (if applicable)
- Meta considerations
- Flexible vs. rigid compositions
### Match Phases
{{match_phases}}
**Game flow:**
- Early game (laning phase)
- Mid game (roaming, objectives)
- Late game (team fights, sieging)
- Phase transition mechanics
- Comeback mechanics
### Objectives and Win Conditions
{{objectives_victory}}
**Strategic objectives:**
- Primary objective (destroy base/nexus/ancient)
- Secondary objectives (towers, dragons, baron, roshan, etc.)
- Neutral camps
- Vision control objectives
- Time limits and sudden death (if applicable)

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## Party Game Specific Elements
### Minigame Variety
{{minigame_variety}}
**Minigame design:**
- Minigame count (launch + DLC)
- Genre variety (racing, puzzle, reflex, trivia, etc.)
- Minigame length (15-60 seconds typical)
- Skill vs. luck balance
- Team vs. FFA minigames
- Accessibility across skill levels
### Turn Structure
{{turn_structure}}
**Game flow:**
- Board game structure (if applicable)
- Turn order (fixed, random, earned)
- Turn actions (roll dice, move, minigame, etc.)
- Event spaces
- Special mechanics (warp, steal, bonus)
- Match length (rounds, turns, time)
### Player Elimination vs. Points
{{scoring_elimination}}
**Competition design:**
- Points-based (everyone plays to the end)
- Elimination (last player standing)
- Hybrid systems
- Comeback mechanics
- Handicap systems
- Victory conditions
### Local Multiplayer UX
{{local_multiplayer}}
**Couch co-op design:**
- Controller sharing vs. individual controllers
- Screen layout (split-screen, shared screen)
- Turn clarity (whose turn indicators)
- Spectator experience (watching others play)
- Player join/drop mechanics
- Tutorial integration for new players
### Accessibility and Skill Range
{{accessibility}}
**Inclusive design:**
- Skill floor (easy to understand)
- Skill ceiling (depth for experienced players)
- Luck elements to balance skill gaps
- Assist modes or handicaps
- Child-friendly content
- Colorblind modes and accessibility
### Session Length
{{session_length}}
**Time management:**
- Quick play (5-10 minutes)
- Standard match (15-30 minutes)
- Extended match (30+ minutes)
- Drop-in/drop-out support
- Pause and resume
- Party management (hosting, invites)

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## Puzzle Game Specific Elements
### Core Puzzle Mechanics
{{puzzle_mechanics}}
**Puzzle elements:**
- Primary puzzle mechanic(s)
- Supporting mechanics
- Mechanic interactions
- Constraint systems
### Puzzle Progression
{{puzzle_progression}}
**Difficulty progression:**
- Tutorial/introduction puzzles
- Core concept puzzles
- Combined mechanic puzzles
- Expert/bonus puzzles
- Pacing and difficulty curve
### Level Structure
{{level_structure}}
**Level organization:**
- Number of levels/puzzles
- World/chapter grouping
- Unlock progression
- Optional/bonus content
### Player Assistance
{{player_assistance}}
**Help systems:**
- Hint system
- Undo/reset mechanics
- Skip puzzle options
- Tutorial integration
### Replayability
{{replayability}}
**Replay elements:**
- Par time/move goals
- Perfect solution challenges
- Procedural generation (if applicable)
- Daily/weekly puzzles
- Challenge modes

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## Racing Game Specific Elements
### Vehicle Handling and Physics
{{vehicle_physics}}
**Handling systems:**
- Physics model (arcade vs. simulation vs. hybrid)
- Vehicle stats (speed, acceleration, handling, braking, weight)
- Drift mechanics
- Collision physics
- Vehicle damage system (if applicable)
### Vehicle Roster
{{vehicle_roster}}
**Vehicle design:**
- Vehicle types (cars, bikes, boats, etc.)
- Vehicle classes (lightweight, balanced, heavyweight)
- Unlock progression
- Customization options (visual, performance)
- Balance considerations
### Track Design
{{track_design}}
**Course design:**
- Track variety (circuits, point-to-point, open world)
- Track length and lap counts
- Hazards and obstacles
- Shortcuts and alternate paths
- Track-specific mechanics
- Environmental themes
### Race Mechanics
{{race_mechanics}}
**Core racing:**
- Starting mechanics (countdown, reaction time)
- Checkpoint system
- Lap tracking and position
- Slipstreaming/drafting
- Pit stops (if applicable)
- Weather and time-of-day effects
### Powerups and Boost
{{powerups_boost}}
**Enhancement systems (if arcade-style):**
- Powerup types (offensive, defensive, utility)
- Boost mechanics (drift boost, nitro, slipstream)
- Item balance
- Counterplay mechanics
- Powerup placement on track
### Game Modes
{{game_modes}}
**Mode variety:**
- Standard race
- Time trial
- Elimination/knockout
- Battle/arena modes
- Career/campaign mode
- Online multiplayer modes
### Progression and Unlocks
{{progression}}
**Player advancement:**
- Career structure
- Unlockable vehicles and tracks
- Currency/rewards system
- Achievements and challenges
- Skill-based unlocks vs. time-based

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## Rhythm Game Specific Elements
### Music Synchronization
{{music_sync}}
**Core mechanics:**
- Beat/rhythm detection
- Note types (tap, hold, slide, etc.)
- Synchronization accuracy
- Audio-visual feedback
- Lane systems (4-key, 6-key, circular, etc.)
- Offset calibration
### Note Charts and Patterns
{{note_charts}}
**Chart design:**
- Charting philosophy (fun, challenge, accuracy to song)
- Pattern vocabulary (streams, jumps, chords, etc.)
- Difficulty representation
- Special patterns (gimmicks, memes)
- Chart preview
- Custom chart support (if applicable)
### Timing Windows
{{timing_windows}}
**Judgment system:**
- Judgment tiers (perfect, great, good, bad, miss)
- Timing windows (frame-perfect vs. lenient)
- Visual feedback for timing
- Audio feedback
- Combo system
- Health/life system (if applicable)
### Scoring System
{{scoring}}
**Score design:**
- Base score calculation
- Combo multipliers
- Accuracy weighting
- Max score calculation
- Grade/rank system (S, A, B, C)
- Leaderboards and competition
### Difficulty Tiers
{{difficulty_tiers}}
**Progression:**
- Difficulty levels (easy, normal, hard, expert, etc.)
- Difficulty representation (stars, numbers)
- Unlock conditions
- Difficulty curve
- Accessibility options
- Expert+ content
### Song Selection
{{song_selection}}
**Music library:**
- Song count (launch + planned DLC)
- Genre diversity
- Licensing vs. original music
- Song length targets
- Song unlock progression
- Favorites and playlists

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## Roguelike Specific Elements
### Run Structure
{{run_structure}}
**Run design:**
- Run length (time, stages)
- Starting conditions
- Difficulty scaling per run
- Victory conditions
### Procedural Generation
{{procedural_generation}}
**Generation systems:**
- Level generation algorithm
- Enemy placement
- Item/loot distribution
- Biome/theme variation
- Seed system (if deterministic)
### Permadeath and Progression
{{permadeath_progression}}
**Death mechanics:**
- Permadeath rules
- What persists between runs
- Meta-progression systems
- Unlock conditions
### Item and Upgrade System
{{item_upgrade_system}}
**Item mechanics:**
- Item types (passive, active, consumable)
- Rarity system
- Item synergies
- Build variety
- Curse/risk mechanics
### Character Selection
{{character_selection}}
**Playable characters:**
- Starting characters
- Unlockable characters
- Character unique abilities
- Character playstyle differences
### Difficulty Modifiers
{{difficulty_modifiers}}
**Challenge systems:**
- Difficulty tiers
- Modifiers/curses
- Challenge runs
- Achievement conditions

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## RPG Specific Elements
### Character System
{{character_system}}
**Character attributes:**
- Stats (Strength, Dexterity, Intelligence, etc.)
- Classes/roles
- Leveling system
- Skill trees
### Inventory and Equipment
{{inventory_equipment}}
**Equipment system:**
- Item types (weapons, armor, accessories)
- Rarity tiers
- Item stats and modifiers
- Inventory management
### Quest System
{{quest_system}}
**Quest structure:**
- Main story quests
- Side quests
- Quest tracking
- Branching questlines
- Quest rewards
### World and Exploration
{{world_exploration}}
**World design:**
- Map structure (open world, hub-based, linear)
- Towns and safe zones
- Dungeons and combat zones
- Fast travel system
- Points of interest
### NPC and Dialogue
{{npc_dialogue}}
**NPC interaction:**
- Dialogue trees
- Relationship/reputation system
- Companion system
- Merchant NPCs
### Combat System
{{combat_system}}
**Combat mechanics:**
- Combat style (real-time, turn-based, tactical)
- Ability system
- Magic/skill system
- Status effects
- Party composition (if applicable)

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## Sandbox Game Specific Elements
### Creation Tools
{{creation_tools}}
**Building mechanics:**
- Tool types (place, delete, modify, paint)
- Object library (blocks, props, entities)
- Precision controls (snap, free, grid)
- Copy/paste and templates
- Undo/redo system
- Import/export functionality
### Physics and Building Systems
{{physics_building}}
**System simulation:**
- Physics engine (rigid body, soft body, fluids)
- Structural integrity (if applicable)
- Destruction mechanics
- Material properties
- Constraint systems (joints, hinges, motors)
- Interactive simulations
### Sharing and Community
{{sharing_community}}
**Social features:**
- Creation sharing (workshop, gallery)
- Discoverability (search, trending, featured)
- Rating and feedback systems
- Collaboration tools
- Modding support
- User-generated content moderation
### Constraints and Rules
{{constraints_rules}}
**Game design:**
- Creative mode (unlimited resources, no objectives)
- Challenge mode (limited resources, objectives)
- Budget/point systems (if competitive)
- Build limits (size, complexity)
- Rulesets and game modes
- Victory conditions (if applicable)
### Tools and Editing
{{tools_editing}}
**Advanced features:**
- Logic gates/scripting (if applicable)
- Animation tools
- Terrain editing
- Weather/environment controls
- Lighting and effects
- Testing/preview modes
### Emergent Gameplay
{{emergent_gameplay}}
**Player creativity:**
- Unintended creations (embracing exploits)
- Community-defined challenges
- Speedrunning player creations
- Cross-creation interaction
- Viral moments and showcases
- Evolution of the meta

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## Shooter Specific Elements
### Weapon Systems
{{weapon_systems}}
**Weapon design:**
- Weapon types (pistol, rifle, shotgun, sniper, explosive, etc.)
- Weapon stats (damage, fire rate, accuracy, reload time, ammo capacity)
- Weapon progression (starting weapons, unlocks, upgrades)
- Weapon feel (recoil patterns, sound design, impact feedback)
- Balance considerations (risk/reward, situational use)
### Aiming and Combat Mechanics
{{aiming_combat}}
**Combat systems:**
- Aiming system (first-person, third-person, twin-stick, lock-on)
- Hit detection (hitscan vs. projectile)
- Accuracy mechanics (spread, recoil, movement penalties)
- Critical hits / weak points
- Melee integration (if applicable)
### Enemy Design and AI
{{enemy_ai}}
**Enemy systems:**
- Enemy types (fodder, elite, tank, ranged, melee, boss)
- AI behavior patterns (aggressive, defensive, flanking, cover use)
- Spawn systems (waves, triggers, procedural)
- Difficulty scaling (health, damage, AI sophistication)
- Enemy tells and telegraphing
### Arena and Level Design
{{arena_level_design}}
**Level structure:**
- Arena flow (choke points, open spaces, verticality)
- Cover system design (destructible, dynamic, static)
- Spawn points and safe zones
- Power-up placement
- Environmental hazards
- Sightlines and engagement distances
### Multiplayer Considerations
{{multiplayer}}
**Multiplayer systems (if applicable):**
- Game modes (deathmatch, team deathmatch, objective-based, etc.)
- Map design for PvP
- Loadout systems
- Matchmaking and ranking
- Balance considerations (skill ceiling, counter-play)

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## Simulation Specific Elements
### Core Simulation Systems
{{simulation_systems}}
**What's being simulated:**
- Primary simulation focus (city, farm, business, ecosystem, etc.)
- Simulation depth (abstract vs. realistic)
- System interconnections
- Emergent behaviors
- Simulation tickrate and performance
### Management Mechanics
{{management_mechanics}}
**Management systems:**
- Resource management (budget, materials, time)
- Decision-making mechanics
- Automation vs. manual control
- Delegation systems (if applicable)
- Efficiency optimization
### Building and Construction
{{building_construction}}
**Construction systems:**
- Placeable objects/structures
- Grid system (free placement, snap-to-grid, tiles)
- Building prerequisites and unlocks
- Upgrade/demolition mechanics
- Space constraints and planning
### Economic and Resource Loops
{{economic_loops}}
**Economic design:**
- Income sources
- Expenses and maintenance
- Supply chains (if applicable)
- Market dynamics
- Economic balance and pacing
### Progression and Unlocks
{{progression_unlocks}}
**Progression systems:**
- Unlock conditions (achievements, milestones, levels)
- Tech/research tree
- New mechanics/features over time
- Difficulty scaling
- Endgame content
### Sandbox vs. Scenario
{{sandbox_scenario}}
**Game modes:**
- Sandbox mode (unlimited resources, creative freedom)
- Scenario/campaign mode (specific goals, constraints)
- Challenge modes
- Random/procedural scenarios
- Custom scenario creation

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## Sports Game Specific Elements
### Sport-Specific Rules
{{sport_rules}}
**Rule implementation:**
- Core sport rules (scoring, fouls, violations)
- Match/game structure (quarters, periods, innings, etc.)
- Referee/umpire system
- Rule variations (if applicable)
- Simulation vs. arcade rule adherence
### Team and Player Systems
{{team_player}}
**Roster design:**
- Player attributes (speed, strength, skill, etc.)
- Position-specific stats
- Team composition
- Substitution mechanics
- Stamina/fatigue system
- Injury system (if applicable)
### Match Structure
{{match_structure}}
**Game flow:**
- Pre-match setup (lineups, strategies)
- In-match actions (plays, tactics, timeouts)
- Half-time/intermission
- Overtime/extra time rules
- Post-match results and stats
### Physics and Realism
{{physics_realism}}
**Simulation balance:**
- Physics accuracy (ball/puck physics, player movement)
- Realism vs. fun tradeoffs
- Animation systems
- Collision detection
- Weather/field condition effects
### Career and Season Modes
{{career_season}}
**Long-term modes:**
- Career mode structure
- Season/tournament progression
- Transfer/draft systems
- Team management
- Contract negotiations
- Sponsor/financial systems
### Multiplayer Modes
{{multiplayer}}
**Competitive play:**
- Local multiplayer (couch co-op)
- Online multiplayer
- Ranked/casual modes
- Ultimate team/card collection (if applicable)
- Co-op vs. AI

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## Strategy Specific Elements
### Resource Systems
{{resource_systems}}
**Resource management:**
- Resource types (gold, food, energy, population, etc.)
- Gathering mechanics (auto-generate, harvesting, capturing)
- Resource spending (units, buildings, research, upgrades)
- Economic balance (income vs. expenses)
- Scarcity and strategic choices
### Unit Types and Stats
{{unit_types}}
**Unit design:**
- Unit roster (basic, advanced, specialized, hero units)
- Unit stats (health, attack, defense, speed, range)
- Unit abilities (active, passive, unique)
- Counter systems (rock-paper-scissors dynamics)
- Unit production (cost, build time, prerequisites)
### Technology and Progression
{{tech_progression}}
**Progression systems:**
- Tech tree structure (linear, branching, era-based)
- Research mechanics (time, cost, prerequisites)
- Upgrade paths (unit upgrades, building improvements)
- Unlock conditions (progression gates, achievements)
### Map and Terrain
{{map_terrain}}
**Strategic space:**
- Map size and structure (small/medium/large, symmetric/asymmetric)
- Terrain types (passable, impassable, elevated, water)
- Terrain effects (movement, combat bonuses, vision)
- Strategic points (resources, objectives, choke points)
- Fog of war / vision system
### AI Opponent
{{ai_opponent}}
**AI design:**
- AI difficulty levels (easy, medium, hard, expert)
- AI behavior patterns (aggressive, defensive, economic, adaptive)
- AI cheating considerations (fair vs. challenge-focused)
- AI personality types (if multiple opponents)
### Victory Conditions
{{victory_conditions}}
**Win/loss design:**
- Victory types (domination, economic, technological, diplomatic, etc.)
- Time limits (if applicable)
- Score systems (if applicable)
- Defeat conditions
- Early surrender / concession mechanics

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## Survival Game Specific Elements
### Resource Gathering and Crafting
{{resource_crafting}}
**Resource systems:**
- Resource types (wood, stone, food, water, etc.)
- Gathering methods (mining, foraging, hunting, looting)
- Crafting recipes and trees
- Tool/weapon crafting
- Durability and repair
- Storage and inventory management
### Survival Needs
{{survival_needs}}
**Player vitals:**
- Hunger/thirst systems
- Health and healing
- Temperature/exposure
- Sleep/rest (if applicable)
- Sanity/morale (if applicable)
- Status effects (poison, disease, etc.)
### Environmental Threats
{{environmental_threats}}
**Danger systems:**
- Wildlife (predators, hostile creatures)
- Environmental hazards (weather, terrain)
- Day/night cycle threats
- Seasonal changes (if applicable)
- Natural disasters
- Dynamic threat scaling
### Base Building
{{base_building}}
**Construction systems:**
- Building materials and recipes
- Structure types (shelter, storage, defenses)
- Base location and planning
- Upgrade paths
- Defensive structures
- Automation (if applicable)
### Progression and Technology
{{progression_tech}}
**Advancement:**
- Tech tree or skill progression
- Tool/weapon tiers
- Unlock conditions
- New biomes/areas access
- Endgame objectives (if applicable)
- Prestige/restart mechanics (if applicable)
### World Structure
{{world_structure}}
**Map design:**
- World size and boundaries
- Biome diversity
- Procedural vs. handcrafted
- Points of interest
- Risk/reward zones
- Fast travel or navigation systems

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## Text-Based Game Specific Elements
<narrative-workflow-critical>
This game type is **narrative-critical**. You MUST run the Narrative Design workflow after completing the GDD to create:
- Complete story and all narrative paths
- Room descriptions and atmosphere
- Puzzle solutions and hints
- Character dialogue
- World lore and backstory
- Parser vocabulary (if parser-based)
</narrative-workflow-critical>
### Input System
{{input_system}}
**Core interface:**
- Parser-based (natural language commands)
- Choice-based (numbered/lettered options)
- Hybrid system
- Command vocabulary depth
- Synonyms and flexibility
- Error messaging and hints
### Room/Location Structure
{{location_structure}}
**World design:**
- Room count and scope
- Room descriptions (length, detail)
- Connection types (doors, paths, obstacles)
- Map structure (linear, branching, maze-like, open)
- Landmarks and navigation aids
- Fast travel or mapping system
### Item and Inventory System
{{item_inventory}}
**Object interaction:**
- Examinable objects
- Takeable vs. scenery objects
- Item use and combinations
- Inventory management
- Object descriptions
- Hidden objects and clues
### Puzzle Design
{{puzzle_design}}
**Challenge structure:**
- Puzzle types (logic, inventory, knowledge, exploration)
- Difficulty curve
- Hint system (gradual reveals)
- Red herrings vs. crucial clues
- Puzzle integration with story
- Non-linear puzzle solving
### Narrative and Writing
{{narrative_writing}}
**Story delivery:**
- Writing tone and style
- Descriptive density
- Character voice
- Dialogue systems
- Branching narrative (if applicable)
- Multiple endings (if applicable)
**Note:** All narrative content must be written in the Narrative Design Document.
### Game Flow and Pacing
{{game_flow}}
**Structure:**
- Game length target
- Acts or chapters
- Save system
- Undo/rewind mechanics
- Walkthrough or hint accessibility
- Replayability considerations

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## Tower Defense Specific Elements
### Tower Types and Upgrades
{{tower_types}}
**Tower design:**
- Tower categories (damage, slow, splash, support, special)
- Tower stats (damage, range, fire rate, cost)
- Upgrade paths (linear, branching)
- Tower synergies
- Tier progression
- Special abilities and targeting
### Enemy Wave Design
{{wave_design}}
**Enemy systems:**
- Enemy types (fast, tank, flying, immune, boss)
- Wave composition
- Wave difficulty scaling
- Wave scheduling and pacing
- Boss encounters
- Endless mode scaling (if applicable)
### Path and Placement Strategy
{{path_placement}}
**Strategic space:**
- Path structure (fixed, custom, maze-building)
- Placement restrictions (grid, free placement)
- Terrain types (buildable, non-buildable, special)
- Choke points and strategic locations
- Multiple paths (if applicable)
- Line of sight and range visualization
### Economy and Resources
{{economy}}
**Resource management:**
- Starting resources
- Resource generation (per wave, per kill, passive)
- Resource spending (towers, upgrades, abilities)
- Selling/refund mechanics
- Special currencies (if applicable)
- Economic optimization strategies
### Abilities and Powers
{{abilities_powers}}
**Active mechanics:**
- Player-activated abilities (airstrikes, freezes, etc.)
- Cooldown systems
- Ability unlocks
- Ability upgrade paths
- Strategic timing
- Resource cost vs. cooldown
### Difficulty and Replayability
{{difficulty_replay}}
**Challenge systems:**
- Difficulty levels
- Mission objectives (perfect clear, no lives lost, etc.)
- Star ratings
- Challenge modifiers
- Randomized elements
- New Game+ or prestige modes

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## Turn-Based Tactics Specific Elements
<narrative-workflow-recommended>
This game type is **narrative-moderate to heavy**. Consider running the Narrative Design workflow after completing the GDD to create:
- Campaign story and mission briefings
- Character backstories and development
- Faction lore and motivations
- Mission narratives
</narrative-workflow-recommended>
### Grid System and Movement
{{grid_movement}}
**Spatial design:**
- Grid type (square, hex, free-form)
- Movement range calculation
- Movement types (walk, fly, teleport)
- Terrain movement costs
- Zone of control
- Pathfinding visualization
### Unit Types and Classes
{{unit_classes}}
**Unit design:**
- Class roster (warrior, archer, mage, healer, etc.)
- Class abilities and specializations
- Unit progression (leveling, promotions)
- Unit customization
- Unique units (heroes, named characters)
- Class balance and counters
### Action Economy
{{action_economy}}
**Turn structure:**
- Action points system (fixed, variable, pooled)
- Action types (move, attack, ability, item, wait)
- Free actions vs. costing actions
- Opportunity attacks
- Turn order (initiative, simultaneous, alternating)
- Time limits per turn (if applicable)
### Positioning and Tactics
{{positioning_tactics}}
**Strategic depth:**
- Flanking mechanics
- High ground advantage
- Cover system
- Formation bonuses
- Area denial
- Chokepoint tactics
- Line of sight and vision
### Terrain and Environmental Effects
{{terrain_effects}}
**Map design:**
- Terrain types (grass, water, lava, ice, etc.)
- Terrain effects (defense bonus, movement penalty, damage)
- Destructible terrain
- Interactive objects
- Weather effects
- Elevation and verticality
### Campaign Structure
{{campaign}}
**Mission design:**
- Campaign length and pacing
- Mission variety (defeat all, survive, escort, capture, etc.)
- Optional objectives
- Branching campaigns
- Permadeath vs. casualty systems
- Resource management between missions

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## Visual Novel Specific Elements
<narrative-workflow-critical>
This game type is **narrative-critical**. You MUST run the Narrative Design workflow after completing the GDD to create:
- Complete story structure and script
- All character profiles and development arcs
- Branching story flowcharts
- Scene-by-scene breakdown
- Dialogue drafts
- Multiple route planning
</narrative-workflow-critical>
### Branching Story Structure
{{branching_structure}}
**Narrative design:**
- Story route types (character routes, plot branches)
- Branch points (choices, stats, flags)
- Convergence points
- Route length and pacing
- True/golden ending requirements
- Branch complexity (simple, moderate, complex)
### Choice Impact System
{{choice_impact}}
**Decision mechanics:**
- Choice types (immediate, delayed, hidden)
- Choice visualization (explicit, subtle, invisible)
- Point systems (affection, alignment, stats)
- Flag tracking
- Choice consequences
- Meaningful vs. cosmetic choices
### Route Design
{{route_design}}
**Route structure:**
- Common route (shared beginning)
- Individual routes (character-specific paths)
- Route unlock conditions
- Route length balance
- Route independence vs. interconnection
- Recommended play order
### Character Relationship Systems
{{relationship_systems}}
**Character mechanics:**
- Affection/friendship points
- Relationship milestones
- Character-specific scenes
- Dialogue variations based on relationship
- Multiple romance options (if applicable)
- Platonic vs. romantic paths
### Save/Load and Flowchart
{{save_flowchart}}
**Player navigation:**
- Save point frequency
- Quick save/load
- Scene skip functionality
- Flowchart/scene select (after completion)
- Branch tracking visualization
- Completion percentage
### Art Asset Requirements
{{art_assets}}
**Visual content:**
- Character sprites (poses, expressions)
- Background art (locations, times of day)
- CG artwork (key moments, endings)
- UI elements
- Special effects
- Asset quantity estimates

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# {{game_name}} - Game Design Document
**Author:** {{user_name}}
**Game Type:** {{game_type}}
**Target Platform(s):** {{platforms}}
---
## Executive Summary
### Core Concept
{{description}}
### Target Audience
{{target_audience}}
### Unique Selling Points (USPs)
{{unique_selling_points}}
---
## Goals and Context
### Project Goals
{{goals}}
### Background and Rationale
{{context}}
---
## Core Gameplay
### Game Pillars
{{game_pillars}}
### Core Gameplay Loop
{{gameplay_loop}}
### Win/Loss Conditions
{{win_loss_conditions}}
---
## Game Mechanics
### Primary Mechanics
{{primary_mechanics}}
### Controls and Input
{{controls}}
---
{{GAME_TYPE_SPECIFIC_SECTIONS}}
---
## Progression and Balance
### Player Progression
{{player_progression}}
### Difficulty Curve
{{difficulty_curve}}
### Economy and Resources
{{economy_resources}}
---
## Level Design Framework
### Level Types
{{level_types}}
### Level Progression
{{level_progression}}
---
## Art and Audio Direction
### Art Style
{{art_style}}
### Audio and Music
{{audio_music}}
---
## Technical Specifications
### Performance Requirements
{{performance_requirements}}
### Platform-Specific Details
{{platform_details}}
### Asset Requirements
{{asset_requirements}}
---
## Development Epics
### Epic Structure
{{epics}}
---
## Success Metrics
### Technical Metrics
{{technical_metrics}}
### Gameplay Metrics
{{gameplay_metrics}}
---
## Out of Scope
{{out_of_scope}}
---
## Assumptions and Dependencies
{{assumptions_and_dependencies}}
---
## Change Log
{{change_log}}

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# GDD Workflow - Game Projects (All Levels)
<workflow>
<critical>The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.xml</critical>
<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
<critical>This is the GDD instruction set for GAME projects - replaces PRD with Game Design Document</critical>
<critical>Project analysis already completed - proceeding with game-specific design</critical>
<critical>Uses gdd_template for GDD output, game_types.csv for type-specific sections</critical>
<critical>Routes to 3-solutioning for architecture (platform-specific decisions handled there)</critical>
<critical>If users mention technical details, append to technical_preferences with timestamp</critical>
<step n="1" goal="Load context and determine game type">
<action>Load project-workflow-analysis.md</action>
<action>Confirm project_type == "game"</action>
<check>If continuation_mode == true:</check>
<action>Load existing GDD.md and check completion status</action>
<ask>Found existing work. Would you like to:
1. Review what's done and continue
2. Modify existing sections
3. Start fresh
</ask>
<action>If continuing, skip to first incomplete section</action>
<check>If new or starting fresh:</check>
Check `output_folder` for existing game docs.
<action>Check for existing game-brief in output_folder</action>
<check>If game-brief exists:</check>
<ask>Found existing game brief! Would you like to:
1. Use it as input (recommended - I'll extract key info)
2. Ignore it and start fresh
Your choice:</ask>
<check>If using game-brief:</check>
<action>Load and analyze game-brief document</action>
<action>Extract: game_name, core_concept, target_audience, platforms, game_pillars, primary_mechanics</action>
<action>Pre-fill relevant GDD sections with game-brief content</action>
<action>Note which sections were pre-filled from brief</action>
<ask>What type of game are you designing?
**Common Game Types:**
1. Action Platformer (e.g., Celeste, Hollow Knight)
2. RPG (e.g., Stardew Valley, Undertale)
3. Puzzle (e.g., Portal, The Witness)
4. Roguelike (e.g., Hades, Dead Cells)
5. Shooter (e.g., DOOM, Enter the Gungeon)
6. Strategy (e.g., Into the Breach, Slay the Spire)
7. Adventure (e.g., Firewatch, What Remains of Edith Finch)
8. Simulation (e.g., Factorio, Rimworld)
9. Other (I'll ask follow-up questions)
Select a number or describe your game type:</ask>
<action>Map selection to game_types.csv id</action>
<action>Load corresponding fragment file from game-types/ folder</action>
<action>Store game_type for later injection</action>
<action>Load gdd_template from workflow.yaml</action>
Get core game concept and vision.
<template-output>description</template-output>
</step>
<step n="2" goal="Define platforms and target audience">
<ask>What platform(s) are you targeting?
- Desktop (Windows/Mac/Linux)
- Mobile (iOS/Android)
- Web (Browser-based)
- Console (which consoles?)
- Multiple platforms
Your answer:</ask>
<template-output>platforms</template-output>
<ask>Who is your target audience?
Consider:
- Age range
- Gaming experience level (casual, core, hardcore)
- Genre familiarity
- Play session length preferences
Your answer:</ask>
<template-output>target_audience</template-output>
</step>
<step n="3" goal="Define goals and context">
**Goal Guidelines based on project level:**
- Level 0-1: 1-2 primary goals
- Level 2: 2-3 primary goals
- Level 3-4: 3-5 strategic goals
<template-output>goals</template-output>
Brief context on why this game matters now.
<template-output>context</template-output>
</step>
<step n="4" goal="Core gameplay definition">
<critical>These are game-defining decisions</critical>
<ask>What are the core game pillars (2-4 fundamental gameplay elements)?
Examples:
- Tight controls + challenging combat + rewarding exploration
- Strategic depth + replayability + quick sessions
- Narrative + atmosphere + player agency
Your game pillars:</ask>
<template-output>game_pillars</template-output>
<ask>Describe the core gameplay loop (what the player does repeatedly):
Example: "Player explores level → encounters enemies → defeats enemies with abilities → collects resources → upgrades abilities → explores deeper"
Your gameplay loop:</ask>
<template-output>gameplay_loop</template-output>
<ask>How does the player win? How do they lose?</ask>
<template-output>win_loss_conditions</template-output>
</step>
<step n="5" goal="Game mechanics and controls">
Define the primary game mechanics.
<template-output>primary_mechanics</template-output>
<elicit-required/>
<ask>Describe the control scheme and input method:
- Keyboard + Mouse
- Gamepad
- Touch screen
- Other
Include key bindings or button layouts if known.</ask>
<template-output>controls</template-output>
</step>
<step n="6" goal="Inject game-type-specific sections">
<action>Load game-type fragment from: {installed_path}/gdd/game-types/{{game_type}}.md</action>
<critical>Process each section in the fragment template</critical>
For each {{placeholder}} in the fragment, elicit and capture that information.
<template-output file="GDD.md">GAME_TYPE_SPECIFIC_SECTIONS</template-output>
<elicit-required/>
</step>
<step n="7" goal="Progression and balance">
<ask>How does player progression work?
- Skill-based (player gets better)
- Power-based (character gets stronger)
- Unlock-based (new abilities/areas)
- Narrative-based (story progression)
- Combination
Describe:</ask>
<template-output>player_progression</template-output>
<ask>Describe the difficulty curve:
- How does difficulty increase?
- Pacing (steady, spikes, player-controlled?)
- Accessibility options?</ask>
<template-output>difficulty_curve</template-output>
<ask optional="true">Is there an in-game economy or resource system?
Skip if not applicable.</ask>
<template-output>economy_resources</template-output>
</step>
<step n="8" goal="Level design framework">
<ask>What types of levels/stages does your game have?
Examples:
- Tutorial, early levels, mid-game, late-game, boss arenas
- Biomes/themes
- Procedural vs. handcrafted
Describe:</ask>
<template-output>level_types</template-output>
<ask>How do levels progress or unlock?
- Linear sequence
- Hub-based
- Open world
- Player choice
Describe:</ask>
<template-output>level_progression</template-output>
</step>
<step n="9" goal="Art and audio direction">
<ask>Describe the art style:
- Visual aesthetic (pixel art, low-poly, realistic, stylized, etc.)
- Color palette
- Inspirations or references
Your vision:</ask>
<template-output>art_style</template-output>
<ask>Describe audio and music direction:
- Music style/genre
- Sound effect tone
- Audio importance to gameplay
Your vision:</ask>
<template-output>audio_music</template-output>
</step>
<step n="10" goal="Technical specifications">
<ask>What are the performance requirements?
Consider:
- Target frame rate
- Resolution
- Load times
- Battery life (mobile)
Requirements:</ask>
<template-output>performance_requirements</template-output>
<ask>Any platform-specific considerations?
- Mobile: Touch controls, screen sizes
- PC: Keyboard/mouse, settings
- Console: Controller, certification
- Web: Browser compatibility, file size
Platform details:</ask>
<template-output>platform_details</template-output>
<ask>What are the key asset requirements?
- Art assets (sprites, models, animations)
- Audio assets (music, SFX, voice)
- Estimated asset counts/sizes
- Asset pipeline needs
Asset requirements:</ask>
<template-output>asset_requirements</template-output>
</step>
<step n="11" goal="Epic structure">
<action>Translate game features into development epics</action>
**Epic Guidelines based on project level:**
- Level 1: 1 epic with 1-10 stories
- Level 2: 1-2 epics with 5-15 stories total
- Level 3: 2-5 epics with 12-40 stories
- Level 4: 5+ epics with 40+ stories
<template-output>epics</template-output>
<elicit-required/>
</step>
<step n="12" goal="Generate detailed epic breakdown in epics.md">
<action>Load epics_template from workflow.yaml</action>
<critical>Create separate epics.md with full story hierarchy</critical>
<template-output file="epics.md">epic_overview</template-output>
<for-each epic="epic_list">
Generate Epic {{epic_number}} with expanded goals, capabilities, success criteria.
Generate all stories with:
- User story format
- Prerequisites
- Acceptance criteria (3-8 per story)
- Technical notes (high-level only)
<template-output file="epics.md">epic\_{{epic_number}}\_details</template-output>
<elicit-required/>
</for-each>
</step>
<step n="13" goal="Success metrics">
<ask>What technical metrics will you track?
Examples:
- Frame rate consistency
- Load times
- Crash rate
- Memory usage
Your metrics:</ask>
<template-output>technical_metrics</template-output>
<ask>What gameplay metrics will you track?
Examples:
- Player completion rate
- Average session length
- Difficulty pain points
- Feature engagement
Your metrics:</ask>
<template-output>gameplay_metrics</template-output>
</step>
<step n="14" goal="Document out of scope and assumptions">
<template-output>out_of_scope</template-output>
<template-output>assumptions_and_dependencies</template-output>
</step>
<step n="15" goal="Generate solutioning handoff and next steps">
<action>Check if game-type fragment contained narrative tags</action>
<check>If fragment had <narrative-workflow-critical> or <narrative-workflow-recommended>:</check>
<action>Set needs_narrative = true</action>
<action>Extract narrative importance level from tag</action>
## Next Steps for {{game_name}}
<check>If needs_narrative == true:</check>
<ask>This game type ({{game_type}}) is **{{narrative_importance}}** for narrative.
Your game would benefit from a Narrative Design Document to detail:
- Story structure and beats
- Character profiles and arcs
- World lore and history
- Dialogue framework
- Environmental storytelling
Would you like to create a Narrative Design Document now?
1. Yes, create Narrative Design Document (recommended)
2. No, proceed directly to solutioning
3. Skip for now, I'll do it later
Your choice:</ask>
<check>If user selects option 1:</check>
<action>LOAD: {installed_path}/narrative/instructions-narrative.md</action>
<action>Pass GDD context to narrative workflow</action>
<action>Exit current workflow (narrative will hand off to solutioning when done)</action>
Since this is a Level {{project_level}} game project, you need solutioning for platform/engine architecture.
**Start new chat with solutioning workflow and provide:**
1. This GDD: `{{gdd_output_file}}`
2. Project analysis: `{{analysis_file}}`
**The solutioning workflow will:**
- Determine game engine/platform (Unity, Godot, Phaser, custom, etc.)
- Generate solution-architecture.md with engine-specific decisions
- Create per-epic tech specs
- Handle platform-specific architecture (from registry.csv game-\* entries)
## Complete Next Steps Checklist
<action>Generate comprehensive checklist based on project analysis</action>
### Phase 1: Solution Architecture and Engine Selection
- [ ] **Run solutioning workflow** (REQUIRED)
- Command: `workflow solution-architecture`
- Input: GDD.md, project-workflow-analysis.md
- Output: solution-architecture.md with engine/platform specifics
- Note: Registry.csv will provide engine-specific guidance
### Phase 2: Prototype and Playtesting
- [ ] **Create core mechanic prototype**
- Validate game feel
- Test control responsiveness
- Iterate on game pillars
- [ ] **Playtest early and often**
- Internal testing
- External playtesting
- Feedback integration
### Phase 3: Asset Production
- [ ] **Create asset pipeline**
- Art style guides
- Technical constraints
- Asset naming conventions
- [ ] **Audio integration**
- Music composition/licensing
- SFX creation
- Audio middleware setup
### Phase 4: Development
- [ ] **Generate detailed user stories**
- Command: `workflow generate-stories`
- Input: GDD.md + solution-architecture.md
- [ ] **Sprint planning**
- Vertical slices
- Milestone planning
- Demo/playable builds
<ask>GDD Complete! Next immediate action:
<check>If needs_narrative == true:</check>
1. Create Narrative Design Document (recommended for {{game_type}})
2. Start solutioning workflow (engine/architecture)
3. Create prototype build
4. Begin asset production planning
5. Review GDD with team/stakeholders
6. Exit workflow
<check>Else:</check>
1. Start solutioning workflow (engine/architecture)
2. Create prototype build
3. Begin asset production planning
4. Review GDD with team/stakeholders
5. Exit workflow
Which would you like to proceed with?</ask>
<check>If user selects narrative option:</check>
<action>LOAD: {installed_path}/narrative/instructions-narrative.md</action>
<action>Pass GDD context to narrative workflow</action>
</step>
</workflow>