Start encounter feature
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assets/tetra-tactics.md
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# Tetra Tactics
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## Summary
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Tetra Tactics is a strategic roguelike tower-defense.
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The player defends their position by building modular structures (tetraminos) and
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**exploiting their sinergies** while waves of enemies fall from above.
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## Experience
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**Primary Feeling**: The satisfaction of strategic planning combined with the
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thrill of narrowly avoiding disaster ("just barely made it"). The player should
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feel **clever** and **resourceful**.
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A single encounter has a duration of ~10 minutes, or in general a short duration.
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Depth emerges from the interaction between shape, positioning, timing, and build
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choices.
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## Inspiration
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- Ball Pit
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- 9 Kings
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- Drop Duchy
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- The King Is Watching
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- Vampire Survivor
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## Design Pillars
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- **Exploiting Sinergies**: breaking the game is fun
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- **Modular Depth**: simple tetromino rules combine in unexpected ways;
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complexity emerges naturally from interaction
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- **Consequence & Clarity**: threats are telegraphed clearly; every placement
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has visible impact; failure is immediate and understandable
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- **Momentum & Escalation**: each successful wave grows your toolkit and unlocks
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new synergies; pressure mounts steadily without overwhelming
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## Encounter Loop
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1. **Telegraph**: Warning indicators show where next wave enemies will fall.
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2. **Build & Adapt**:
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- Draft new shapes (randomly offered).
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- Place/Rotate units on persistent board.
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- **Trigger Synergies**: Adjacency bonuses light up (Visual Feedback).
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3. **Resolution**:
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- Enemies fall/attack.
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- Towers fire.
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- **Player repositions shapes in real-time** to dodge incoming fire.
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- **Player can active a the main tower skill**
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4. **Outcome**:
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- **Defense Breached**: Lose Health (Punishment).
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- **Defense Holds**: Gain Gold/XP.
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5. **Evolution**: Buy upgrades or Mutate blocks (Synergy scaling). Threats
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escalate automatically.
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6. **Repeat** until Death or Victory.
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## Progression & Motivation
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### Encounter Goals
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- Encounters consist of a **variable number of waves** (RNG-driven difficulty/length)
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- Some encounters feature **mini-bosses** mid-run
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- The **final encounter of a scenario** is a **boss fight**
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### Player Motivation Arc
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- **Moment-to-Moment**: Hit synergies, exploit combinations, survive threats ("feeling clever")
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- **Single Run**: Build scaling through gold; adapt to random shapes; defeat
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mini-bosses and scenario bosses
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- **Long-Term (Meta)**: Unlock new block types and permanent perks across runs;
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expand synergy possibilities; enable new strategies in future runs
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### Permanent Progression
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- **Unlockable Blocks**: New tetromino types unlock over time, creating fresh
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synergy combinations
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- **Unlockable Perks**: Passive bonuses that persist across runs, increasing
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player power and enabling riskier strategies
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- Progression feeds back into motivation: "What can I break with this new block?"
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## Core Mechanics
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- **Tetromino Placement & Rotation**: Spatial puzzle element; player chooses
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positioning and orientation on grid
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- **Adjacency Synergies**: Shapes trigger bonuses when placed next to
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complementary pieces; core depth driver
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- **Persistent Board State**: Board carries between waves; placement decisions
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compound and escalate over time
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- **Shape Drafting (Random)**: Player selects from randomly offered tetrominos
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or mutations; forces adaptive strategy
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- **Real-Time Repositioning**: During enemy attack, player moves shapes to dodge
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and optimize defense in slow motion
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- **Encounter Market**: Shapes or Upgrades purchased with gold; modify base
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stats and effects;
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- **Resource Economy**: Gold collection from successful waves → purchases upgrades/mutations;
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paces progression
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- **Automatic Wave Escalation**: Threats increase autonomously each wave;
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creates growing pressure
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- **Enemy Telegraph**: Visible threat indicators before waves;
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enables defensive planning
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- **Mini-Bosses & Bosses**: Special encounters with unique attacks that twist
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standard wave mechanics
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- **Perk System**: Permanent unlocks that affect all game state (damage, costs,
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synergy bonuses, etc.); unlock through meta-progression
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