16 KiB
Tiny Sword — Progression Plan
Full progression design for a playable idle game, from first click to victory.
Overview
The game has 8 phases. Each phase is gated behind a goal. Completing the goal unlocks new buildings, buffs, or systems that accelerate progress toward the next phase.
The Devil Idol is visible from the start as a long-term goal — destroying it is the one-time win condition. Prestige loops make it asymptotically easier.
Phase Table
| Phase | Goal | Threshold | Unlocks |
|---|---|---|---|
| 1 | (none) | Start | Gold Mine (click only, no auto-production) |
| 2 | gold_total_30 |
30 total gold | Gold Clicker, Gold Dynamo, Summon Worker buffs |
| 3 | gold_total_1300 |
1,300 total gold | Farm building (food economy begins) |
| 4 | gold_total_13k |
13,000 total gold | Forestry building (wood economy), Farm Dynamo, Forest Dynamo |
| 5 | gold_350k_wood_20k |
350K gold + 20K wood | Prestige (Castle) + Research (Monastery) |
| 6 | gold_2M_food_200k_wood_200k |
2M gold + 200K food + 200K wood | Alchemy Tower |
| 7 | (post-alchemy) | — | Alchemy buffs (spend mana stone / cognite / philosopher stone) |
| 8 | gold_50M_food_5M_wood_5M |
50M gold + 5M food + 5M wood | Barracks + Devil Idol fight |
Note
: Phase 7 has no dedicated goal — it unlocks implicitly when the Alchemy Tower is active and the player can craft alchemy resources. The Phase 8 goal only needs to be reachable after Alchemy buffs have been applied.
Phase Details
Phase 1 — Start
State: Gold Mine is visible and unlocked, 0 owned, 0 workers. Action: Player clicks the Gold Mine to earn gold manually (1 gold / click, 0.2s cooldown). Exit: Accumulate 30 total gold → Phase 2.
Phase 2 — First Automation
Goal: gold_total_30 (30 total gold)
Unlocks:
| Buff | Kind | Cost | Effect | Max Level |
|---|---|---|---|---|
| Gold Clicker | MANUAL_CLICK_MULTIPLIER | Gold | ×(1 + 1×level) click multiplier | 4 |
| Gold Dynamo | AUTO_PRODUCTION_MULTIPLIER | Food | ×(1 + 1×level) auto prod | 10 |
| Summon Worker | RESOURCE_PURCHASE | Gold | Grants 1 worker | ∞ |
Design note: Gold Dynamo costs food but Farm isn't unlocked until Phase 3. This is intentional — the buff is visible but unusable until food flows. It creates anticipation.
Exit: Buy Summon Worker (200 gold) → get 1 worker → buy first Gold Mine (1 worker) → auto-production begins at 20 gold/s. Accumulate 1,300 total gold → Phase 3.
Phase 3 — Food Economy
Goal: gold_total_1300 (1,300 total gold)
Unlocks:
- Farm building — starts with 1 owned, produces 20 food/s, purchasable with workers
New loop: Gold → workers → more Gold Mines + more Farms. Food accumulates. Gold Dynamo (unlocked in Phase 2) now becomes purchasable with food, multiplying gold mine output.
Exit: Accumulate 13,000 total gold → Phase 4.
Phase 4 — Wood Economy
Goal: gold_total_13k (13,000 total gold)
Unlocks:
- Forestry building — starts with 1 owned, produces 20 wood/s, purchasable with workers
- Farm Dynamo buff — AUTO_PRODUCTION_MULTIPLIER for Farm, costs food, max 10
- Forest Dynamo buff — AUTO_PRODUCTION_MULTIPLIER for Forestry, costs food, max 10
New loop: Wood flows alongside gold and food. Three parallel production lines scale independently.
Exit: Accumulate 350,000 gold + 20,000 wood → Phase 5.
Phase 5 — Prestige + Research
Goal: gold_350k_wood_20k (350,000 total gold + 20,000 total wood)
Unlocks:
- Prestige panel at Castle becomes visible and interactive
- Research panel at Monastery becomes visible and interactive
Prestige System
| Config Property | Value |
|---|---|
| Source basis | RUN_TOTAL (gold earned this run) |
| Formula | POWER, exponent 0.5, scale 1.0 |
| Threshold | 50,000 gold (per prestige point) |
| Rounding | FLOOR |
First prestige estimate: At 350K gold → floor(sqrt(350000/50000)) = floor(sqrt(7)) = floor(2.64) = 2 ascension points.
Second run: With prestige buffs applied and ~500K gold → floor(sqrt(10)) = 3 ascension points.
total_prestige_earned persists across resets — it's a strictly increasing counter that never resets. It feeds the prestige multiplier (base_multiplier + total_prestige_earned × multiplier_per_prestige).
Prestige Buff Graph (purchasable with ascension points):
| Node | Cost | Prerequisites | Effect |
|---|---|---|---|
| Golden Touch | 1 ascension | (none) | Gold Mine ×2 production |
| Fertile Grounds | 2 ascension | Golden Touch | Farm ×2 production |
| Wood Touch | 3 ascension | Fertile Grounds | Forestry ×2 production |
| Martial Prowess | 5 ascension | Wood Touch | Barracks ×2 unit production (Phase 8) |
Research System
Three research tracks at the Monastery:
| Track | Linked Generator | XP Source |
|---|---|---|
| Gold Mine Research | Gold Mine | Gold production |
| Farm Research | Farm | Food production |
| Forestry Research | Forestry | Wood production |
One track active at a time. XP scales with workers assigned to research (research_workers). Default: 0.01 XP per currency unit, 100 XP for level 1, ×1.5 growth per level, +0.1 multiplier per level.
Exit: Accumulate 2M gold + 200K food + 200K wood → Phase 6.
Phase 6 — Alchemy Tower
Goal: gold_2M_food_200k_wood_200k (2,000,000 total gold + 200,000 food + 200,000 wood)
Unlocks:
- Alchemy Tower building — passively produces Magic Gold
Alchemy Tower Mechanics
- Cycles of base 5 seconds, producing 1 Magic Gold per cycle
- Cycle time grows ×1.2 per completed cycle
- Workers can be assigned (1 worker each, up to 10) for +10% speed each
- Workers assigned here are separate from research workers (spent from worker currency)
Crafting Recipes
| Recipe | Input | Output |
|---|---|---|
| Mana Stone | 10 Magic Gold | 1 Mana Stone |
| Cognite | 25 Magic Gold | 1 Cognite |
| Philosopher Stone | 10 Mana Stone + 10 Cognite | 1 Philosopher Stone |
Exit: Build up alchemy resources → Phase 7 (implicit).
Phase 7 — Alchemy Buffs
Prerequisite: Alchemy Tower active, player can craft resources.
Three new buffs, purchasable with alchemy resources:
| Buff | Cost Currency | Target | Effect | Max Level |
|---|---|---|---|---|
| Fertile Infusion | Mana Stone | Farm | ×2 production per level | 5 |
| Sylvan Cognite | Cognite | Forestry | ×2 production per level | 5 |
| Opus Magnum | Philosopher Stone | Gold Mine | ×3 production per level | 5 |
Added to the buff catalogue. Available via the existing buff purchase UI in each generator's panel.
Exit: Accumulate 50M gold + 5M food + 5M wood → Phase 8.
Phase 8 — Devil Idol (Finale)
Goal: gold_50M_food_5M_wood_5M (50,000,000 total gold + 5,000,000 food + 5,000,000 wood)
Unlocks:
- Barracks building — produces Military Units (pure damage currency)
- Devil Idol becomes targetable
Barracks
| Property | Value |
|---|---|
| Produces | unit currency |
| Purchase cost | Workers |
| Unlock goal | Phase 8 goal |
| Research track | Shares with ? or none (TBD) |
| Prestige buff | Martial Prowess (×2 unit production) |
Devil Idol
| Property | Value |
|---|---|
| Visible from | Start (always visible in world) |
| Targetable from | Phase 8 |
| HP | 1e12 (1,000,000,000,000) — defined in an exported resource |
| Damage mechanic | Click idol to spend 1 unit → deal 1 damage. Or "Send Army" button for bulk spend. |
| Win condition | HP ≤ 0 → victory signal (TBD: victory screen, credits, etc.) |
Asymptotic Loop
Without prestige: defeating the idol would require 10^12 units, which with baseline production is essentially infinite.
With prestige: each loop applies Martial Prowess (+×2 per level) to Barracks production. A player with 5 ascension points in Martial Prowess produces ×32 units per cycle. As they earn more ascension points across runs, unit production scales multiplicatively, asymptotically reducing the "time to kill."
The idol HP never resets — it's persistent across prestige. Each prestige loop chips away at it.
Currency Catalogue (Complete)
| Currency | ID | Produced By | Used For |
|---|---|---|---|
| Gold | gold |
Gold Mine | Buff purchases, worker generation |
| Worker | worker |
Summon Worker buff | Purchasing generators, research assignment, alchemy workers |
| Food | food |
Farm | Buff purchases |
| Wood | wood |
Forestry | Goal requirements |
| Ascension | ascension |
Prestige resets | Prestige buff graph |
| Magic Gold | magic_gold |
Alchemy Tower | Crafting mana stones + cognite |
| Mana Stone | mana_stone |
Craft (10 magic gold) | Crafting philosopher stones, Fertile Infusion buff |
| Cognite | cognite |
Craft (25 magic gold) | Crafting philosopher stones, Sylvan Cognite buff |
| Philosopher Stone | philosoper_stone |
Craft (10 mana + 10 cognite) | Opus Magnum buff |
| Unit | unit |
Barracks | Devil Idol damage |
Buff Catalogue (Complete)
| Buff | ID | Kind | Cost | Unlock Goal | Max Lvl | Target |
|---|---|---|---|---|---|---|
| Gold Clicker | gold_click_focus |
CLICK_MULT | Gold | gold_total_30 |
4 | Gold Mine |
| Gold Dynamo | gold_auto_flux |
AUTO_MULT | Food | gold_total_30 |
10 | Gold Mine |
| Summon Worker | summon_worker |
RESOURCE | Gold | gold_total_30 |
∞ | Worker |
| Farm Dynamo | farm_auto_flux |
AUTO_MULT | Food | gold_total_13k |
10 | Farm |
| Forest Dynamo | forestry_auto_flux |
AUTO_MULT | Food | gold_total_13k |
10 | Forestry |
| Fertile Infusion | (new) | AUTO_MULT | Mana Stone | (alchemy active) | 5 | Farm |
| Sylvan Cognite | (new) | AUTO_MULT | Cognite | (alchemy active) | 5 | Forestry |
| Opus Magnum | (new) | AUTO_MULT | Philo Stone | (alchemy active) | 5 | Gold Mine |
Goal Catalogue (Complete)
| Goal ID | Requirements | Unlock Behavior | Phase |
|---|---|---|---|
gold_total_30 |
30 gold | AUTOMATIC | 2 |
gold_total_1300 |
1,300 gold | MANUAL | 3 |
gold_total_13k |
13,000 gold | MANUAL | 4 |
gold_350k_wood_20k |
350,000 gold + 20,000 wood | MANUAL | 5 |
gold_2M_food_200k_wood_200k (new) |
2M gold + 200K food + 200K wood | MANUAL | 6 |
gold_50M_food_5M_wood_5M (new) |
50M gold + 5M food + 5M wood | MANUAL | 8 |
Prestige Buff Graph (Complete)
Golden Touch (1pt)
│
Fertile Grounds (2pt)
│
Wood Touch (3pt)
│
Martial Prowess (5pt)
| Node | Cost | Prerequisites | Effect | Target |
|---|---|---|---|---|
| Golden Touch | 1 | none | ×2 production | Gold Mine |
| Fertile Grounds | 2 | Golden Touch | ×2 production | Farm |
| Wood Touch | 3 | Fertile Grounds | ×2 production | Forestry |
| Martial Prowess | 5 | Wood Touch | ×2 production | Barracks |
Buildings (Complete)
| Building | Scene | Generates | Cost Currency | Unlock Goal |
|---|---|---|---|---|
| Gold Mine | gold_mine.tscn |
Gold | Worker | (none) |
| Farm | farm.tscn |
Food | Worker | gold_total_1300 |
| Forestry | forestry.tscn |
Wood | Worker | gold_total_13k |
| Monastery | monastery.tscn |
(none — Research UI) | — | gold_350k_wood_20k (panel visible) |
| Castle | castle.tscn |
(none — Prestige UI) | — | gold_350k_wood_20k (panel visible) |
| Alchemy Tower | alchemy_tower.tscn |
Magic Gold | — | gold_2M_food_200k_wood_200k (new) |
| Barracks | barracks.tscn (new) |
Unit | Worker | gold_50M_food_5M_wood_5M (new) |
| Devil Idol | devil_idol.tscn (new) |
(none — damage sink) | — | gold_50M_food_5M_wood_5M (targetable) |
Implementation Checklist
Phase 1–2 (already exists)
- Gold Mine building + generator
- Gold Clicker, Gold Dynamo, Summon Worker buffs
gold_total_30goal
Phase 3–4 (already exists)
- Farm building + generator
gold_total_1300goal- Forestry building + generator
- Farm Dynamo, Forest Dynamo buffs
gold_total_13kgoal
Phase 5 — Prestige + Research Visibility
castle.gd: Uncomment_prestige_panel.visible = true, gate behindgold_350k_wood_20kgoal completionprimary_prestige.tres: Tune basis → RUN_TOTAL, source →"gold", threshold → 50,000, exponent → 0.5monastery.gd: Gate_research_panel.visiblebehindgold_350k_wood_20kgoal completionprestige_buff_catalogue.tres: Add Wood Touch + Martial Prowess nodesgold_350k_wood_20kgoal (already exists)
Phase 6 — Alchemy Tower Gating
- New goal
.tres:gold_2M_food_200k_wood_200k ts_goal_catalogue.tres: Register new goalalchemy_tower_data.tresoralchemy_tower.tscn: Addunlock_goalfield- Wire unlock to Alchemy Tower visibility
Phase 7 — Alchemy Buffs
- New buff
.tres: Fertile Infusion (mana stone → farm, ×2, max 5) - New buff
.tres: Sylvan Cognite (cognite → forestry, ×2, max 5) - New buff
.tres: Opus Magnum (philosopher stone → gold mine, ×3, max 5) ts_buff_catalogue.tres: Register the 3 new buffs
Phase 8 — Barracks + Devil Idol
- New goal
.tres:gold_50M_food_5M_wood_5M ts_goal_catalogue.tres: Register new goal- New currency
.tres: Unit (unit) ts_currency_catalogue.tres: Register unit currency- New generator data
.tres:barracks_generator.tres - New scene:
barracks.tscn(NG2D, sprite, Area2D, CurrencyGenerator, GeneratorContainer) - New scene:
devil_idol.tscn(NG2D, sprite, Area2D, click handler, HP display, win logic) - New prestige buff
.tres: Martial Prowess (×2 barracks production, cost 5 ascension, parent: Wood Touch) prestige_buff_catalogue.tres: Register Martial Prowesstiny_sword.tscn: Place Barracks + Devil Idol in world- Victory condition handling (TBD: signal, screen, save state)
Research (Phase 5+, already functional)
- ResearchData for Gold Mine, Farm, Forestry
- ResearchPanel at Monastery
- ResearchRow UI
- XP generation in CurrencyGenerator
- (optional): Add Barracks research track
- (optional): Tune per-track values (XP required, multiplier growth)
File Map
docs/gyms/tiny_sword/
├── PROGRESSION.md ← this file
├── tiny_sword.tscn ← main scene (add Barracks + Devil Idol)
│
├── currencies/
│ ├── ts_currency_catalogue.tres ← register "unit" currency
│ └── unit.tres ← NEW: unit currency definition
│
├── buffs/
│ ├── ts_buff_catalogue.tres ← register alchemy buffs
│ ├── fertile_infusion_buff.tres ← NEW
│ ├── sylvan_cognite_buff.tres ← NEW
│ └── opus_magnum_buff.tres ← NEW
│
├── goals/
│ ├── ts_goal_catalogue.tres ← register new phase 6 + 8 goals
│ ├── gold_2M_food_200k_wood_200k.tres ← NEW
│ └── gold_50M_food_5M_wood_5M.tres ← NEW
│
├── prestige/
│ ├── primary_prestige.tres ← tune: RUN_TOTAL, gold, 50K threshold
│ ├── prestige_buff_catalogue.tres ← register Wood Touch + Martial Prowess
│ ├── prestige_buff_wood_boost.tres ← existing (may need cost/parent update)
│ └── prestige_buff_barracks_boost.tres ← NEW
│
├── buildings/
│ ├── barracks/ ← NEW
│ │ ├── barracks.tscn
│ │ └── barracks_generator.tres
│ ├── devil_idol/ ← NEW
│ │ └── devil_idol.tscn
│ └── ... (existing buildings)
│
└── research/
└── ts_research_catalogue.tres ← (optional) add barracks research