# Game Design Document

## Concept

**Title:** [Working title]
**Genre:** [e.g., Platformer, Roguelike, Puzzle, Tower Defense]
**Platform:** [e.g., Web (HTML5), Desktop, Mobile]
**Target audience:** [e.g., Casual players, Speedrunners, Strategy fans]
**Pitch:** [One paragraph: what is this game and why is it fun?]

## Core Mechanic

[The one thing the player does most. Describe the full loop: input → action → feedback → consequence.]

## Game Loop

### Moment-to-moment (5 seconds)
[What does the player do every few seconds?]

### Session loop (15 minutes)
[What does a single play session look like? How does it start, flow, and end?]

### Meta loop (multi-session)
[What brings the player back? Progression, unlocks, story, scores?]

## Mechanics

| Mechanic | Description | Introduced | Interacts with |
| :------- | :---------- | :--------- | :------------- |
| | | | |

## Progression

[How does difficulty increase? What gates progress? Skill vs content gates. Unlock schedule.]

## Win / Lose

[How does a session end? How does the overall game end? Fail states and recovery.]

## Controls

| Action | Keyboard | Gamepad | Touch |
| :----- | :------- | :------ | :---- |
| | | | |

## Art Direction

**Style:** [e.g., Pixel art 16x16, Low-poly, Hand-drawn]
**Color language:** [What colors mean in gameplay — player, enemy, pickup, hazard, neutral]
**References:** [Games or art that capture the target aesthetic]

## Audio Direction

**Music:** [Style, mood, adaptive triggers]
**SFX:** [Key sounds: player actions, feedback, UI]

## Tuning Parameters

### Player
| Parameter | Default | Range | Affects |
| :-------- | :------ | :---- | :------ |
| | | | |

### Enemies
| Parameter | Default | Range | Affects |
| :-------- | :------ | :---- | :------ |
| | | | |

### Economy
| Parameter | Default | Range | Affects |
| :-------- | :------ | :---- | :------ |
| | | | |
