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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 12 (already exists)

  • Gold Mine building + generator
  • Gold Clicker, Gold Dynamo, Summon Worker buffs
  • gold_total_30 goal

Phase 34 (already exists)

  • Farm building + generator
  • gold_total_1300 goal
  • Forestry building + generator
  • Farm Dynamo, Forest Dynamo buffs
  • gold_total_13k goal

Phase 5 — Prestige + Research Visibility

  • castle.gd: Uncomment _prestige_panel.visible = true, gate behind gold_350k_wood_20k goal completion
  • primary_prestige.tres: Tune basis → RUN_TOTAL, source → "gold", threshold → 50,000, exponent → 0.5
  • monastery.gd: Gate _research_panel.visible behind gold_350k_wood_20k goal completion
  • prestige_buff_catalogue.tres: Add Wood Touch + Martial Prowess nodes
  • gold_350k_wood_20k goal (already exists)

Phase 6 — Alchemy Tower Gating

  • New goal .tres: gold_2M_food_200k_wood_200k
  • ts_goal_catalogue.tres: Register new goal
  • alchemy_tower_data.tres or alchemy_tower.tscn: Add unlock_goal field
  • 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 Prowess
  • tiny_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