Hold the Flood — Design Tasks

Maintainer: PM. Revision: design-only reset, 2026-09-06 UTC. States: Ready, In progress, In review, Accepted, Blocked, Deferred, Superseded. A proposed agent is not assumed to exist. PM accepts design work; the owner authorizes a phase change.

Active design sequence

ID Deliverable Responsible role Current state Dependencies / review criteria
PM001 Original wiki kickoff PM Accepted historically Four original pages published and checked at the previous address
OWN001 Initial creative and production brief Owner Accepted Follow-up supplies genre, priorities, references, engine, platform, asset rules, and phase gate
PM002 Revised brief, team prompts, tasks, approval gate PM Accepted Four revised pages published via the wiki's documented agent interface and their saved source verified
DES101 Two compact concept directions and one recommendation Lead Game and Systems Designer Blocked on agent invocation Each: player fantasy, main actions, survival pressure, discovery, build expression, progression, one distinct interaction, major scope cuts / critic + PM
WLD101 Exploration and mystery contribution World and Mystery Designer Blocked on agent invocation Can start alongside DES101; show a complete clue-to-deduction-to-action chain, knowledge progression, and pressure/curiosity tradeoff / lead + critic
OWN101 Steer the recommended concept Owner, facilitated by PM Waiting for concept packet Confirm or adjust premise and priorities; this is not development approval
DES102 Integrated game design document draft Lead Game and Systems Designer Waiting for working concept Integrate accepted world/mystery work; meet the document criteria below / critic + PM
REV101 Independent design critique Independent Design Critic Blocked on agent invocation and first draft Start with DES101/WLD101 when available; identify specific contradictions, weak choices, asset/scope risks and corrections / PM
DES103 Revised owner-facing design document Lead Game and Systems Designer Waiting for integrated draft and critique Resolve material findings; preserve explicit unknowns; concise pitch plus supporting detail / PM
OWN102 Design verdict and possible development authorization Owner Waiting for reviewed document Revise / reject / approve design; development remains gated until explicitly authorized

DES101 and WLD101 begin from the confirmed brief; they may propose assumptions for undecided setting details. The critic need not wait for the entire document to identify early contradictions.

Superseded or deferred work

Previous ID / assignment New status Reason
DES001: smallest playable experiment specification Superseded by DES101 and DES102 Current deliverable is a compelling game design
ENG001: build inventory / technical experiment Deferred Assume nothing exists; written feasibility only if PM assigns it
QA001: prototype checks Superseded by REV101 Current review concerns design documents
ENG002: playable implementation Deferred; not authorized D007 owner gate
QA002: executed prototype review Deferred; not authorized D007 owner gate
OWN002: prototype play session Deferred; not authorized D007 owner gate

Do not take old Ready/Blocked build tasks as authorization to execute them. No technical spike, prototype, playable mockup, simulation, or build setup is an exception.

What the design document must make clear

  1. Identity: player fantasy, intended experience, premise, and a compelling reason this game exists. Explain it in its own terms, with references as supporting context.
  2. Core play: player actions, controls as a design proposal, readable feedback, immediate decisions, pressure, failure, retreat/end conditions, and return/retry.
  3. Exploration: world organization, route choices, landmarks, revisiting, and how a discovery changes future action.
  4. Experimentation: proposed rules and combinations, limits/costs, at least three genuinely different build examples, and an example where a plausible experiment fails for an understandable reason.
  5. Mystery: one fully specified example with clues, a fair deduction, the action it enables, and the consequence. Mark solutions as designer spoilers. Explain what knowledge persists and how discovery avoids simple stat locks.
  6. Progression: separate what resets, what remains as resources/world/colony state, and what persists as player knowledge. Explain any colony loop's actual decisions and cost.
  7. Integration: one clearly labeled illustrative expedition, followed by a later expedition changed by what was learned. Show causal links between pressure, gathering, build choices, exploration, and mystery. Do not invent playtest outcomes.
  8. Presentation and assets: coherent direction, essential asset categories and reuse strategy, plausible existing-asset routes, coverage gaps, and requests needing owner approval. Asset availability and usage terms must not be invented.
  9. Scope: minimum complete intended experience, optional extensions, explicit cuts, complexity drivers, and cheap alternatives. Avoid huge item/lore catalogues before the rules justify them.
  10. Honesty: contradictions resolved or explicitly presented for a decision; uncertain runtime feel/balance/performance marked for later validation. No claims of tested enjoyment.

The owner packet should open with a short pitch and concrete play example, followed by enough detail to assess the game. Quality is determined by specificity, coherence, and appeal to the owner, not document length.

Review criteria

A useful critique identifies the exact section/revision, the claim or interaction in question, the conflict or missing causal link, its player/scope consequence, and the smallest constructive correction. Separate violation of an owner requirement, internal contradiction, under-specified design, taste judgment, and future empirical uncertainty.

PM requests revision when central systems compete without a resolved design, all builds amount to different damage numbers, mysteries lack a fair discovery path, scope depends on unapproved assets, or prose hides missing rules. Document review does not establish actual balance, feasibility, or fun.

Progress report

Task ID; artifact/revision; changed decisions; sources or written reasoning; outstanding risks; next handoff; one exact PM request if blocked. Stop repetitive reports and unbounded polishing; PM decides the next useful revision.

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