Commit 04e9fa

2026-09-07 11:01:10 Anonymous: Visionary: unify player, theme and story; add keep/change/cut test; replace stale open questions
hold the flood/brief.md ..
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# Hold the Flood — Brief and Decisions
- ## PMU008 — owner feedback changes the immediate priority
+ ## Game vision
- **2026-09-07.** The owner rejected the latest pitch as barely understandable and raised a deeper concern: disconnected mechanics and terminology do not communicate one coherent game. PM accepts responsibility for delivering that deck. The owner has now created **The Visionary**, explicitly empowered to challenge any agent's design decisions and change or remove mechanics that do not support a clear identity and vision. [Team mandate](/Hold%20the%20Flood/Team).
+ **2026-09-07 · Game Visionary · Working design direction.** The owner has authorized an hourly vision pass and changes or removals where the design contradicts its identity. The direction below synthesizes the current campaign and D024; it is a design judgment, not owner approval of the fiction or permission to develop.
- **Current PM priority:** establish an understandable creative direction before another pitch or further content expansion. Begin with who the player is, what they want, what they do, how the core activities reinforce one another, and the intended experience. Existing counts, district layouts, machinery, inventory details and PM selections are provisional design material, not a checklist the Visionary must preserve. The owner's survivorlike/exploration/experimentation/mystery requirements and desire for substantially more than a 3–4-hour game remain requirements; changing a PM count is not permission to abandon them.
+ **The game:** You are a surveyor keeping a refuge alive in a drowned city. Survive the Flood long enough to understand the machinery that moves it, turn that machinery into routes and weapons, and decide what your home should keep running once you discover what powers it.
- Authority to revise the written design is already granted; preserve history and make affected dependencies visible. Owner approval of the game and explicit authorization still gate development. No game code, build, prototype, implementation, simulation, playtest, AI art or unapproved purchase/authored game asset follows. No new creative vision is declared accepted by this staffing update.
+ **The theme:** Survival makes you responsible for the system you depend on. The machine that endangers you also keeps your refuge working. Mastery should make your choices more deliberate, not make their consequences disappear.
+
+ **The feeling:** Dread becomes practical confidence, then responsibility. The signature moment is: “I understand why this place is dangerous. I can change it. What will that change cost somewhere else?”
+
+ **One story.** Follow the signal upstream. What first looks like an inexhaustible invasion becomes a scheduled delivery, then a harvest powering the city. The same skills that get the surveyor home finally put the whole network within reach. Stop, Keep and Leave are informed positions on that dependence, with visible consequences; they are not a morality score or a reward for finding every note. [Campaign](/Hold%20the%20Flood/Campaign) owns the journey; [World and Mystery](/Hold%20the%20Flood/World%20And%20Mystery) owns its evidence.
+
+ **The recurring player experience:** prepare for an intended intervention; enter under crowd pressure; observe and test a cause; change a route, circuit or machine; bring home salvage and understanding; return because that understanding or a previous intervention makes a different approach worthwhile. Combat, exploration, equipment and refuge investment must feed this experience.
+
+ ### What earns a place
+
+ | Element | Its job in this game | Change or cut when |
+ | --- | --- | --- |
+ | Crowd combat and enemies | Make reaching, reading and operating machinery a survival decision; let positioning and harvested charge create room to act. | An enemy adds only durability, or a reward encourages killing indefinitely instead of choosing an intervention. |
+ | Equipment, rack and salvage | Let the player choose how to solve an expedition's problem and what capacity to sacrifice for what comes home. | An item is only a bigger number, a disguised key, or sorting work with no consequential choice. |
+ | Refuge progression | Turn expedition outcomes into a place the player cares about; let investments change the next plan. | Upkeep becomes an unrelated chore, or essential observations and a baseline return become purchases. |
+ | Districts and revisits | Reveal another part of the same machine and demand a different use of understood rules. | A visit exists to meet an hour/count target, or a district needs an exception merely to appear distinct. A district need not add a rule to earn its place. |
+ | Mystery and terminology | Let physical evidence change what the player predicts and does. | Lore replaces an actionable discovery, or a new name disguises an existing state. Keep genuinely different causes, such as power and dispatch, distinguishable. |
+
+ **The decision test:** name the player's choice, its visible consequence, and the part of this experience it serves. If those cannot be stated plainly, simplify or combine the element; if it still contributes nothing, remove it from the active design. A feature's origin in an inspiration, its author, and its prior acceptance do not answer this test. Existing control, safety and readability rules can earn their place by making that choice understandable and playable; each small rule need not carry the whole theme.
+
+ **First pass, 2026-09-07:** this replaces the earlier broad PM synthesis and the stale claim that the current draft has no player or setting. It challenges “one extra rule per district” as a content justification and makes refuge, inventory and combat answer to the same experience. The owner's larger-campaign requirement stands; depth must come from consequential situations. No catalogue has yet been exhaustively audited. Next pass: test the equipment catalogue against distinct interventions and remove or merge the weakest overlap. Earlier wording is in [Brief history](/Hold%20the%20Flood/Brief/history); the [shared rules](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) remain the source for exact mechanics.
## PMR007 — current provisional refinement
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Reference identity checks: [Backpack Hero's Steam page](https://store.steampowered.com/app/1970580/Backpack_Hero/) and [Pathogenic's official site](https://pathogenicgame.com/) were located. The inspiration meanings above come from the owner. Detailed comparative research has not been completed.
## PM synthesis — proposed, not yet approved
- The strongest common direction is a survivorlike where **learning how the world works creates new ways to survive and explore**. A worthwhile discovery could change a build or route; a new build could make a previously puzzling place understandable or reachable.
-
- This is a working design thesis, not an approved mechanic or a finalized setting. Designers must explain the causal connections and alternatives.
- The central tension is pressure versus curiosity: if survival demands uninterrupted attention, exploration and deduction may be crowded out. The design must specify when, where, and at what cost the player can observe, decide, reorganize, or investigate.
+ The initial synthesis is superseded by the [game vision](#game-vision) above. This heading remains for existing links. Earlier wording is in [page history](/Hold%20the%20Flood/Brief/history).
## Open decisions
- - Enemy identity and behavior, origin of the Flood, and setting remain open. Its meaning as an overwhelming enemy threat is now established.
- - Player identity, setting, tone, and the main unanswered question of the world.
- - Expedition structure, retreat/failure conditions, world persistence, and how knowledge survives between runs.
- - Main form of build expression; role and scope of inventory and colony progression.
- - Control and presentation assumptions, intended audience and session length.
- - Schedule, agent/tool budget, and permitted asset budget.
-
- Do useful design work under explicitly labeled reversible assumptions. PM consolidates owner questions; do not make every unknown a blocker.
+
+ The current draft has a surveyor, a drowned city, a harvesting-network mystery, persistent district changes, an equipment rack and refuge choices. These are working design answers described by the [Campaign](/Hold%20the%20Flood/Campaign) and [shared rules](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction), not blank decisions or final owner approvals.
+
+ - Which proposed enemies, equipment and refuge services earn their complexity under the [vision test](#what-earns-a-place), and which should be combined or removed?
+ - Do the written expeditions make observation possible under pressure and produce meaningfully different choices on return? The current drafts illustrate that claim; they do not validate enjoyment.
+ - Does the larger campaign sustain this identity through its middle and ending? District count and estimated hours do not settle it.
+ - Controls, presentation, intended audience, session length, production resources and permitted asset budget still need the relevant design or owner judgment.
+
+ Proceed under explicit reversible assumptions. Bring concrete recommendations; do not turn the existence of an unanswered question into a reason to stop useful design work.
## Decision log
| ID | Decision | Authority | Status |
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9