# Game spec template

Copy this file when an idea is ready to become a build. Use the filled-in Game Bible for decisions and reference material. Use this spec to define the current release and what will prove it works.

- Game and release or iteration: [name]
- Game Bible, decisions, and prior evidence: [links]
- Owner and intended audience: [names or roles]
- Tracker or local ticket folder: [location]
- Current chapter and next decision: [chapter, decision]

## Problem and solution

Describe what the intended players want to do or experience, what you know about them, and the smallest game that delivers that experience. State the target devices, inputs, and how players will get the release.

- Player promise: [one observable outcome]
- Core loop: [entry → player action → feedback → outcome → retry or next action]
- Included scenes and mechanics: [list]
- Out of scope for this release: [list and reason]
- Assumptions and unresolved decisions: [decision, owner, and which work it blocks]

## Player stories

Give each story an ID so a ticket and a test can point to it. Add stories for relevant success, failure, recovery, and input differences.

1. **S01** As a [player], I want to [action], so that [benefit]. Done when [observable result].
2. **S02** As a [player or contributor], I want to [action], so that [benefit]. Done when [observable result].

## Implementation and testing decisions

- Engine, supported targets, controls, and shared systems: [decisions and reasons]
- How to start the game and the sandbox: [entry points]
- Highest practical test seam: [game entry, sandbox scenario, or public interface that exposes the behavior]
- Repeatable checks: [starting state, action, expected result, and command or steps]
- Playtest and device checks: [task, target device or input, observer, and pass criteria]
- Release check: [candidate ID, delivery path, and what a fresh player must complete]
- Evidence record: [build or revision, target, check, observed result, status, and artifact link]

Use automation for rules and regressions that can be checked reliably. Use a real player or device when the result depends on discovery, feel, or hardware. Set acceptance criteria before running the checks. Record **Pass**, **Fail**, **Unverified**, or **N/A** with a reason. A required check needs passing evidence before the chapter closes.

## Chapter completion plan

Replace the starter criteria with measurable checks for this game. Add the evidence link and result as work finishes. Use the same chapter numbers in the tickets.

| Chapter | Output for this release | Starter completion check | Evidence and status |
| --- | --- | --- | --- |
| 01 · Vision & Scope | Player promise, audience, target, smallest release | The owner can name who the game is for, what a player can complete, and what the release includes. Scope decisions that block design are resolved. | [link and status] |
| 02 · Game Design Document | Core loop, rules, failure and recovery, scene roadmap | Each mechanic in scope has an observable expected result, and each planned scene names the rules and assets it needs. | [link and status] |
| 03 · Engine & Assets | Runnable project and assets for the next slice | A contributor can launch a clean checkout on the target and see one real interaction with its representative assets. | [link and status] |
| 04 · Development Sandbox | Runnable cases and results for the mechanics and assets in scope | Each required case starts from a known state, can be repeated, and matches the design, including failure and recovery. | [link and status] |
| 05 · Scene Scripts & Playtests | Scene scripts, playable scenes, and playtest notes | Each scene can be played from entry to outcome on its intended controls. Transitions and recovery pass, and a playtest checks the intended experience. | [link and status] |
| 06 · Player Manual & Wiki | In-game help, wiki pages, and screenshots | A fresh player can find the help and use it to perform the key action. Screenshots and rules match the release build. | [link and status] |
| 07 · Release, Pricing & Marketing | Release candidate, launch materials, and distribution decision | The exact candidate launches through the intended delivery path. Its listing or page describes the actual game, and the payment flow passes if the release requires one. | [link and status] |
| 08 · Contributor Training | Setup, first change, and verification guide | Someone starting fresh can run the game and sandbox, make a representative change, and verify it using the guide. | [link and status] |
| 09 · Updates & DLC | Update approach and an example change | An agreed update is rehearsed or delivered. Affected behavior, existing progress, and access are checked where relevant, and release notes and help reflect the change. | [link and status] |
| 10 · Intake & Feedback | Intake channel, feedback review, and next scope decision | A real or rehearsal message can be received, recorded, and answered. The owner reviews available evidence and records what returns to Chapter 01, including a goal or a reason to hold scope. | [link and status] |

## Turn this spec into tickets

1. Start with the [preset ticket list](game-tickets/README.md). Link each ticket to the spec chapter and any story IDs it serves.
2. Turn each chapter into verifiable slices. A playable ticket should take one behavior from player action to outcome, with a repeatable check. Split work when a ticket covers multiple behaviors that can be demonstrated separately.
3. Name the tickets that genuinely block each slice. Keep the chapter completion checks in sequence. Prepare work early when useful, such as a feedback channel before a playtest.
4. Give each ticket enough context for a fresh agent. Record its result and evidence in the chapter before moving to the next completion check.

## Worked check · Island Post

**S02 / Chapter 04.** A player can recover after soaking a parcel. In the sandbox, start with a dry parcel, walk through a puddle, and choose Retry. The run passes when the player returns to the dock with a fresh parcel. Record the build and observed result before opening the dependent dock scene ticket. For Chapter 05, ask a first-time phone player to find Retry without prompting.
