GDD v1 (flow-locked hybrid movement, 5 biomes + secret, boss roster), TECH contracts (world API, level schema v0, bus events, manifest law), ART_BIBLE (synthetic scanner look), PIPELINE (MODELBEAST-first, fal gated), PROCESS (PROCITY lane/round law), charters A-F + ROUND1 instructions. Seed code: shell + boot + core (rng/bus/flags) + stub world (peristalsis shader tube, 1 draw / 102k tris, contract-complete) + qa.sh (GREEN). Verified in-browser; evidence docs/shots/laneF/round0_stub_tube.png. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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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.