# GUTS — Game Design Document (v1, round 1) Owner: Lane C (with F sign-off). This v1 settles the open questions from the original concept discussion; C refines numbers/encounters in-lane, but the **decisions** below are integrator-settled for v1. ## Fantasy & tone You are ENDO-1, a one-pilot micro-probe injected to clear a patient's digestive tract of a hostile infestation, mouth to exit. Tone: playful-gross medical sci-fi — *Fantastic Voyage* wonder, *Star Fox* arcade flow, a wink of *Osmos*-y biology-nerd humor. The body is not the enemy; it's the weather. Enemies are the infestation + an immune system that can't tell you're friendly. ## DECISION — movement model: "flow-locked" hybrid Neither pure rail nor pure 6DOF — **the anatomy picks the mode**: - **Tube mode** (esophagus, intestines): peristalsis is a forward current you cannot fully fight. Base flow speed comes from the biome (`world.biomeAt(s).flow`); throttle gives ±40%, boost gives short +120% bursts. Full analog movement in the cross-section disc (mouse/stick aims, ship banks). You steer *within* the tube; the tube carries you. This is the Star Fox layer: readable, forward, fast. - **Arena mode** (oral cavity, stomach, boss lairs): the same controller unlocked to free 6DOF, Descent-style, no gravity. Slower, spatial, exploratory. This is where fights and secrets breathe. - Transitions are diegetic: sphincters are literal gates between modes. Rationale: pure rail wastes the stomach; pure 6DOF makes the esophagus a boring corridor. The hybrid also keeps collision cheap in the 90% case (tube = radius test). ## DECISION — structure: 5 levels + gates + 1 secret Each level ends at a real anatomical valve, staged as a gate ritual or boss: | # | level | mode | signature mechanic | exit gate | |---|---|---|---|---| | 1 | **Oral Cavity** | arena (tutorial) | dodging molar crush-cycles, saliva tides | **Epiglottis** — timing gate: dive on the swallow | | 2 | **Esophagus** | tube (speed run) | ride peristalsis rings for boost; **reflux surge** chase finale | **Cardiac sphincter** — outrun the acid wall through it | | 3 | **Stomach** | arena (the acid sea) | pH as environmental damage; mucus shallows are safe lanes; churn cyclones | **BOSS: Pyloric Guardian** — the sphincter itself | | 4 | **Small Intestine** | tube (the long maze) | villi forest occludes sightlines; bile slicks; immune hunters | **MINIBOSS: Tapeworm chase** → ileocecal valve | | 5 | **Large Intestine** | tube→arena (gas swamps) | flammable gas pockets: shooting inside one detonates it (hurts everyone — risk/reward); darkness + your scanner light | **BOSS: The Blockage** — then triumphant ejection finale | | S | **Appendix** (secret) | arena | hidden lair off the cecum, bonus loot + lore | — | Target: 6–10 min/level first playthrough, ~45 min campaign, built to replay for medals. ## Player systems - **Hull** (HP, pickups only) + **Mucus coat** (regenerating shield; drained continuously by ambient pH/enzymes — biome-dependent — and by hits). The coat is the pH mechanic: in the stomach open acid, coat drain is brutal; hugging mucus shallows pauses it. - **Weapons:** primary **lysozyme cannon** (fast pellet stream, infinite, heat-limited); secondary **antacid torpedo** (limited ammo, AoE, *also neutralizes an acid zone for ~10 s* — the dual-use is the interesting bit). - **Boost** with a short i-frame window at spend; recharges from nutrient orbs. - **Pickups:** nutrient orbs (score+boost), mucin globs (coat refill), B12 cell (hull), antacid ammo, **biopsy samples** (3 hidden per level — the collectible). ## Enemies (v1 roster — B implements behaviors, D makes them pretty later) All emissive-coded (ART_BIBLE): hostile = hot amber/red, projectiles = white-hot, neutral flora = cyan (turns hostile if shot). | enemy | biome | behavior archetype | |---|---|---| | amylase droplet | mouth | slow floater, corrosive contact aura | | bolus chunk | esophagus | tumbling debris in the flow (crush) | | pepsin swarm | stomach | small fast seekers, dissolve on kill | | churn cyclone | stomach | environmental vortex, flings you | | macrophage | small int. | big slow hunter; grab → mash to escape; eats other corpses to grow | | antibody turret (Peyer's patch) | small int. | wall-mounted, fires homing Y-shaped darts | | gut flora colony | large int. | neutral biofilm; shot ⇒ angry E. coli swarm | | gas vent | large int. | hazard: thrust-shove + flammable cloud | Bosses: **Pyloric Guardian** (armored sphincter; destroy mucosal nodes during open-cycles while dodging acid spouts, arena slowly churns), **Tapeworm** (tube chase; shoot segment weak-points as it coils around the canal ahead/behind), **The Blockage** (compacted-mass fortress with embedded turrets and gas pockets; peel it layer by layer, finale = the canal itself expels you both). ## Scoring & replay Star-Fox-style medals per level: score (kills × style multiplier, chained kills), par time, biopsy samples, damageless-gate bonus. Combo meter feeds the music layer (E). Endless "colonoscopy run" mode is V2 (see V2_IDEAS.md). ## Difficulty & assists Three difficulties scale coat-drain, enemy density, boss timing windows. Assist toggles (flow auto-center, aim magnetism) — arcade games live or die on feel accessibility. ## Open for C to design in-lane (not settled) Exact level lengths/pacing curves, encounter tables per segment, par times, pickup economy, boss phase timings, secret placement, tutorialization beats of level 1.