Design doc · Release 4 · 14 Nov 2026 · Decided Evan · Provisional placeholder · Open no direction yet · Later not now · Proposed not approved
| Turn-based tactics on a square grid, in Abbie’s World | Decided |
| Matte clay and sandstone toy diorama; concept images are the look lock | Decided |
| Board on a tabletop with scenery around it | Decided |
| World 1: Emerald Forests | Decided |
| “Cloverwood” board name | Provisional |
| One complete game that could ship standalone | Decided |
| One complete campaign, tutorials included | Decided |
| 4 characters, including the archer | Decided |
| Who the 4 are | Open |
| Sound effects mixer board | Decided |
| Repeatable loop: overland → battle → overland | Decided |
| After-battle summary; post-campaign summary | Decided |
| Title: new campaign, continue (3 save slots) | Decided |
| Roguelike: if every player falls, the run ends | Decided |
| Campaign 1 can’t be lost: Daddy keeps everyone alive | Decided |
| Stability first; more depth in later versions | Decided |
| Out for world 1: level or XP display, HUD beyond what play needs, inventory, shops | Decided |
| Endless Battle mode: new challenges each time | Later |
| # | Battle | |
|---|---|---|
| 1 | AI demo: plays one level through, moving, killing, picking up treasure; narrated and annotated | Decided |
| 2 | Abbie alone vs 1 imp, no obstacles | Decided |
| 3 | Ani alone | Decided |
| 4 | Abbie + Ani, easy | Decided |
| 5 | Abbie + Ani, hard | Decided |
| 6 | Abbie + Ani, impossible; Daddy joins | Decided |
| 7 | Boss fight, all three | Decided |
| No overland map: one march screen, the party marching on top, after-battle summary left, up ahead right | Decided |
| Campaign intro before battle 1; Daddy drops in before battle 6 | Decided |
| Title: Play, new or continue, 3 save slots | Decided |
| End of campaign: team score, each player’s treasures, top-5 high scores | Decided |
| Abbie (strawberry blonde, curls, blue eyes) and Ani (brunette, brown eyes) each pick Ranger or Fighter, and a Normal or Mermaid look | Decided |
| Mermaid looks change models only; same rules | Provisional |
| Daddy (Evan): Wizard or Paladin | Decided |
| Wizard: heals one ally per turn | Decided |
| Paladin: heals, or Godly Strike: knocks out one enemy anywhere on the board; once every 3 turns; uses his whole turn | Decided |
| Paladin carries sword and shield; Godly Strike on the boss takes half its health instead of a knock-out | Provisional |
| Daddy picks Wizard or Paladin when he joins in battle 6; the girls pick at the start of a new campaign | Provisional |
| Daddy revives fallen teammates; invincible for now; can be played by AI | Decided |
| Daddy moves like the girls | Decided |
| Wizard attacks at all, or boost only | Open |
| Heal: 2 hearts | Provisional |
| Special power per character | Later |
| Action tray at the bottom on your turn: gems for actions left, what you can do now (Move, Shoot or Hit with damage, Heal, Godly Strike), and Done | Provisional |
| Highlights match the tray: white move, yellow attack, green heal, gold Godly Strike | Provisional |
| Whose turn: a name banner with the portrait, a gold ring under the figure, the others dimmed in the corner | Provisional |
| A move that isn’t allowed flashes a no-entry cursor for half a second | Decided |
| Players take turns; then enemies | Decided |
| 2 AP per turn: move and/or attack, any mix | Decided |
| Move: up to 2 squares, any direction | Decided |
| More complex dynamics | Later |
| 10 hearts | Decided |
| Arrows fly straight (4 directions), any distance; boulders and trees stop them | Provisional |
| Hearts, weapon, reach | Open |
| 2 health | Decided |
| Beside a player: attack. Otherwise step 1 closer | Decided |
| Always drop treasure | Decided |
| “Beside” means up, down, left, right | Provisional |
| v1: each weapon has a damage range; each hit rolls in it, no modifiers | Decided |
| Bow 1–2, imp club 1–2 | Provisional |
| Rolls shown or hidden | Open |
| Grows into a Dota-like system: attack, defense, enchantments, procs | Decided |
| Specifics of that system | Open |
| Magic powers unlock right after the first boss | Decided |
| Takes 4 squares (2×2) | Decided |
| Each turn: summons 1 enemy and makes 1 ranged attack | Decided |
| Who the boss is | Open |
| A player steps on dropped treasure to claim it | Decided |
| One currency: gold coins. Chests hold coins; the team score is coins | Decided |
| Each player’s stats record the coins they picked up | Decided |
| Score = gold coins. XP (campaign 2) is counted separately | Provisional |
| Persistent high-score table | Decided |
| Coins per chest: imp 10, boss 50 | Provisional |
| Summary sequence with stats: team score, each player’s treasures | Decided |
| Prizes awarded here | Later |
| Campaign 1 has no levels; the corner shows each hero’s attack damage only | Decided |
| XP for a knock-out goes to whoever did it: imp 1; werewolf, zombie, vampire 2; gargoyle 3; boss 10 | Provisional |
| Treasure: 1 XP to whoever picks it up. Daddy: 1 per heal, 2 per revive | Provisional |
| Levels at 5, 12, 20, 30 XP, up to level 5 | Provisional |
| Each level: +1 to both ends of the weapon’s damage; Daddy heals +1 | Decided |
| Corner shows a level badge and a thin XP bar | Provisional |
| Levels last the campaign (save slot) | Provisional |
| Weapons; simple armor or a shield | Later |
| 7 battles, each brings in one new monster | Provisional |
| Werewolf: 3 health, runs 3 squares | Provisional |
| Zombie: 3 health, moves 1, gets back up once with 1 health | Provisional |
| Vampire: 3 health, each hit it lands heals it 1 | Provisional |
| Gargoyle: 4 health, moves 1, flies over trees and rocks, every hit on it does just 1 | Provisional |
| Which monsters go in, and in which battles | Open |
| Boss: Big Bad Clown, 2×2, never moves | Decided |
| Clown each turn: honks a balloon monster next to him, then throws a pie in a straight line (1–2), blocked by trees and rocks; 12 health | Provisional |
| World name | Open |
| Overworld → encounter → overworld beyond world 1 | Later |
| Each kid on their own device; AI game master | Later |
| Level overlays, Dota-like | Later |
| Level 0 each run, cosmetics persist | Later |
| Thornling: rolls 2 squares straight | Proposed |
| Mossback Toad: 3 health, warns then spits along a row | Proposed |
| Old Stump King (boss): summons imps, root row attacks | Proposed |
| R15 | Campaign 2 monsters on Models: werewolf, werewolf girl, and the jack-in-the-box clown assembled from 4 parts, sproinging in the viewer |
| R14 | All party figurines in: Abbie and Ani as ranger and fighter (human and mermaid), Daddy as wizard and paladin; Abbie has blue eyes |
| R13 | New campaign: Abbie then Ani pick Human or Mermaid and Ranger or Fighter; one currency, gold coins; no stands under the characters |
| R12 | Daddy: Wizard or Paladin with Godly Strike; action tray; first Tripo figurines (Abbie, Abbie mermaid and mermaid fighter, Ani mermaid and mermaid fighter) in the game and on Models |
| R11 | Shield in hand; attack damage in the corner; turn banner and gold ring; Ranger or Fighter × Normal or Mermaid picker (stand-in models); XP built for campaign 2 |
| R10 | Fighter carries the clay sword and clover shield; both on the Models tab |
| R9 | Title screen with 3 save slots, march screen between battles, end-of-campaign summary; clay overlay skin, tabs in a drawer; tutorial only in play; Music tab with Suno vs ElevenLabs |
| R8 | Small clay base under each figure (removed in R13) |
| R7 | Tutorial callouts in the demo: anchored, arrowed, tap to go on; music takes 2–4; reject on every take; new Hop, Bow draw, Sword swing takes |
| R6 | Plum imp and mushrooms; Sounds v2 board; no-entry cursor on a move that isn’t allowed |
| R5 | Campaign engine: 7 battles from the AI demo to the 2×2 boss; 2 AP turns; Fighter; Daddy heals and revives (AI by default); treasure, per-player stats, high scores, after-battle card; sound board with 50 effect takes and 5 music cues, approve or reject; bow in hand |
| R4 | Bow held in hand; hearts 10, imps 2 health, move 2 any way, weapon damage ranges; tabletop, chunky tiles, softer clay light; Sounds, Overlays, Design doc tabs |
| R3 | Concept, Models, Game tabs |
| R2 | Tilt-shift, leaves, soft light |
| R1 | First playable: archer vs 2 imps |









































