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