Commit aae611

2026-09-15 13:23:27 Anonymous: Clarify the player journey, current growth rules and onward reading
hold the flood/expedition proposal.md ..
@@ 24,7 24,7 @@
The concourse contains fresh enemies. The grille you shut is still shut: that route supplies no attackers. The encounter uses the open ward doors and the farther gallery instead. Your old work changes the fight rather than cancelling your next rise in power.
- You try a different combat plan. Regular growth adds the rear pull to your movement-driven pulses, so you curve around the beds instead of holding yesterday's bottleneck. A further growth step makes deliberate strides leave brief glowing embers. You are working toward Furnace Burst, the major transformation that lets your manual special turn that recent movement into a heat lance and bloom: you must turn toward the gathered crowd while the embers remain. Holding for a denser tail risks losing the firing window or letting it catch you. Familiar ground is useful because you know where a broad turn ends in an obstruction.
+ You try the proposed ember variation of **Gravity Furnace**, described in [Three Ways to Break a Horde](/Hold%20The%20Flood/Build%20Comparison). This outing illustrates that possible replacement for its stored-charge version; the choice remains open. Regular growth adds the rear pull to your movement-driven pulses, so you curve around the beds instead of holding yesterday's bottleneck. A further growth step makes deliberate strides leave brief glowing embers. You are working toward Furnace Burst, the major transformation that lets your manual special turn that recent movement into a heat lance and bloom: you must turn toward the gathered crowd while the embers remain. Holding for a denser tail risks losing the firing window or letting it catch you. Familiar ground is useful because you know where a broad turn ends in an obstruction.
At the ward, you clear space and connect the Fork Relay to the call-light circuit and a service lamp on the movable examination rail. One press lights both. One point in the window stays still; another follows the lamp's changing position. You move it again and predict which point will move before pressing. It does.
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You next move the rail past its painted maintenance mark. The motor rises in pitch and a neighboring ward door rattles: this larger movement is waking another source. The tide arrives while you are away from your preferred turn. Now the discovery has a combat consequence: you know the rail's movement and can use the open lane it leaves. Breaking the next major push earns the heat-lance climax. You gather the remaining pursuers into the broad ward entrance, keep the glowing stride embers alive and turn to fire before the oldest fades. The payoff is surviving through a piece of the room you have just learned to understand.
- You stop the experiment, clear or separate the remaining attackers, and record the instrument with the journal paused. You have enough air either to investigate the next unknown point or to carry the extra part left last time. You retrieve the Fork and leave your emptied canister on the ward rack to make room for the part. You take both parts home. You have learned where to search next; leaving that question open makes returning a choice, not a failure.
+ You stop the experiment, clear or separate the remaining attackers, and capture the instrument while the game runs. Then you open the paused journal to study and annotate the record. You have enough air either to investigate the next unknown point or to carry the extra part left last time. You retrieve the Fork and leave your emptied canister on the ward rack to make room for the part. You take both parts home. You have learned where to search next; leaving that question open makes returning a choice, not a failure.
## Third trip — follow a prediction
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Walking home keeps a known arrangement and lets you choose a stopping point. Dying may still be an attractive return in some situations, and no new penalty is added to prevent it. The design must judge whether that convenience supports exploration or makes the return journey pointless.
- ## Open questions
+ ## What remains to design
- How much ordinary growth and how many choices make a familiar approach exciting without turning it into a compulsory warm-up? New approaches need to offer growth before their climaxes.
- How should renewed populations use a room after permanent closures? A sealed entry cannot be silently reopened, and an enclosed safe room cannot receive bodies without a credible route.
@@ 73,3 73,5 @@
- The window instrument needs a coherent visual and causal design, clues and a place in the actual room plan. The scenes propose its meaning; they do not settle the hospital's deeper story.
- Passenger carriage travel and cargo shipping remain separate, unselected options. These outings use walking routes and do not depend on either.
- These scenes and their pacing are proposals; their fun and practical duration await later testing.
+
+ Continue with [Coming Home](/Hold%20The%20Flood/Coming%20Home) to see what the people aboard make of a return. For combat detail, read [Hordes and Builds](/Hold%20The%20Flood/Hordes%20and%20Builds). [Back to The Game](/Hold%20The%20Flood/The%20Game).
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