Files
tekton/docs/gauntlet.md
T
adtpdn 7380161743 feat: add Candy Cannon Survival game mode with collectible tiles
Version bump to 2.3.6. New game mode features 20×20 arena with central cannon obstacle, three escalating phases (Open Arena, Route Pressure, Survival), and collectible tiles (Hearts, Diamonds, Stars, Coins) with pattern-matching missions. Players dodge candy volleys while completing collection goals.

Updated export paths and version strings across all platforms (Windows, Android, Web, Linux).
2026-05-24 06:56:57 +08:00

7.5 KiB
Raw Blame History

Candy Cannon Survival (Gauntlet) — Game Design Document

1. High Concept

A time-limited survival-collection arena mode where players move across a grid of colored tiles, collect mission-specific tiles for points, and survive a central NPC that fires candy cannon shots across the arena. Candy impacts turn cells sticky and unpassable. Players must keep scoring while the arena slowly becomes dangerous. The stage pressure escalates over 3 minutes. By the end of the round, around 80% of the playable arena is sticky candy, leaving only 20% safe space.

2. Core Fantasy

Players feel like they are racing through a colorful board-game arena while the floor is being eaten by candy chaos. The round starts open and playful, then becomes tighter, more tactical, and more desperate as safe routes disappear.

3. Game Mode Summary

Property Value
Mode Name Candy Cannon Survival
Round Duration 3 minutes
Recommended Players 48
Arena Type Cell/grid-based arena
Primary Goal Score points by collecting mission-required colored tiles
Secondary Goal Survive until the timer ends
Main Hazard Central NPC candy cannon creates sticky unpassable cells
Player Interaction Smack/sabotage other players into danger
Comeback Tool Cleanser power-up after completing 2 missions
Metric Value
Arena Size 20×20 cells
Total Cells 400
Central NPC footprint 3×3 = 9 cells
Playable Cells 391
Target sticky coverage (3 min) 80% = 313 sticky cells
Remaining safe cells 78

5. Arena Layout

  • Grid: 20×20 square grid
  • Each cell contains a colored tile
  • Center 3×3 area occupied by Candy Cannon NPC (permanently blocked)
  • Player spawns near outer edges / corners
  • Mission tiles distributed across arena

Spawn positions:

  • 4 players: top-left, top-right, bottom-left, bottom-right outer quadrants
  • 68 players: side-edge and corner-adjacent spawns

6. Candy Cannon NPC

  • Position: Exact center, 3×3 cell area
  • Fires candy cannon shots at cells
  • Impacted cells become sticky

Sticky Cell Rules

  • Cannot be passed through
  • Cannot be collected from
  • Traps players who step onto it
  • Traps players pushed into it
  • Remains sticky until cleansed or round ends

Player Hit Rule

  • Direct hit → player is trapped (not eliminated)
  • If they have Cleanser, they may escape
  • Without Cleanser, they are out of active play

7. Candy Cannon Timing & Math

  • Cannon fires one volley every 5 seconds
  • Each volley: 5 shots at different target cells
  • 180 seconds / 5 = 36 volleys
  • 36 × 5 = 180 total impacts

Telegraph

  • 1 second telegraph before impact (pink glow, syrup preview, charge sound, final flash)

Impact Size Mix (full round)

Size Chance
1×1 (1 cell) 35%
1×2 (2 cells) 50%
2×2 (4 cells) 15%

Phase-Based Volley Pattern

Time Shots Mix Purpose
0:001:00 5/volley Mostly 1×1, 1×2 Slow arena pressure
1:002:00 5/volley Mostly 1×2, some 2×2 Route cutting
2:003:00 5/volley More 2×2 Strong endgame pressure
Phase 1×1 1×2 2×2
0:001:00 60% 40% 0%
1:002:00 30% 55% 15%
2:003:00 15% 55% 30%

8. Cannon Targeting Logic — Controlled Chaos

Chance Target
60% Non-sticky area near a player
25% Non-sticky area blocking common routes
10% Random non-sticky area
5% Previously sticky / semi-blocked (chaos)

Anti-Unfairness Rules

  • Do not target same player twice in a row
  • Do not place 2×2 directly on a player without warning
  • Do not fully seal all exits from a pocket (except final 30s)
  • Maintain at least one path from each active player to a safe region when possible

9. Telegraph System

  • 1 second warning before impact
  • Target cell glows pink/candy color
  • Shadow or syrup splash preview
  • Impact sound charges up
  • Final 0.2s flash before landing

10. Sticky Trap Rules

  • Step onto sticky cell → trapped
  • Cannot move normally
  • Escape only via Cleanser
  • Direct cannon hit → trapped (Cleanser may save)
  • Pushed into sticky → trapped (pusher rewarded indirectly)

11. Cleanser Power-Up

Property Value
Unlock Every 2 completed missions
Effect Move up to 5 cells through sticky candy
Cleanse Crossed sticky cells become passable again
Ends After 5 cells or when stopping on a safe cell
Inventory limit 1
Cannot activate While stunned
Activation delay ~0.3 seconds

12. Smack / Sabotage Mechanic

Property Value
Smack energy refill 8 seconds (full bar)
Smack activation Model turns pink for 3 seconds (charged state)
Trigger Target enters range during charged state
Cancel No target within 3s → energy consumed, no effect
Effect on hit Target pushed 3 cells away, stunned after landing
Sticky landing Target trapped on first sticky cell touched

Smack Clash Rule

  • Two players activate smack simultaneously, both in range → both smacked, both stunned, no push, both bars consumed
  • Stun duration for clash: 1.0 second

13. Win Condition

  • Highest score at end of 3 minutes wins
  • Trapped/eliminated players keep earned score
  • Surviving players receive survival bonus

14. Flow Phases

Phase 1 — Open Arena (0:001:00)

  • Collect tiles, understand mission
  • Slow candy pressure (1×1, 1×2 mostly)

Phase 2 — Route Pressure (1:002:00)

  • Candy shapes arena
  • Smack becomes dangerous
  • Cleanser used strategically
  • 1×2 and 2×2 shots common, targeting near players/paths

Phase 3 — Survival Endgame (2:003:00)

  • Arena mostly sticky, safe zones limited
  • Secure final points or focus survival
  • 2×2 shots frequent, rare 1×3 line shots possible
  • Aggressive route-blocking allowed

15. Balance Recommendations (Starting Values)

System Value
Arena size 20×20
NPC size 3×3 center
Round duration 180 seconds
Cannon interval 5 seconds
Telegraph duration 1 second
Target sticky coverage 80% playable cells
Smack charge window 3 seconds
Smack push distance 3 cells
Smack energy refill 8 seconds
Stun duration 1.0 second
Cleanser unlock Every 2 completed missions
Cleanser movement limit 5 cells
Cleanser inventory limit 1

16. Risk Areas & Solutions

Risk Solution
Arena impossible too early Reduce early 2×2 shots; preserve escape paths
Smack too strong Increase refill to 10s; reduce push to 2 cells; brief invuln after smack
Cleanser too weak Increase movement to 6 cells; clear adjacent cells
Cannon feels random/unfair Readable telegraphs; avoid targeting same player; avoid full enclosure before final 30s

17. Prototype Setup

  • Arena: 20×20
  • NPC: 3×3 center
  • Players: 4
  • Round time: 3 minutes
  • Cannon interval: 5 seconds
  • Volley size: 5 shots
  • Telegraph: 1 second
  • Impact pattern as defined in Phase-Based table above
  • Smack refill: 8s / window: 3s / push: 3 cells / stun: 1s
  • Cleanser: every 2 missions / 5 cells movement / hold 1

18. Design Notes

  • Mode is about choosing when to score, sabotage, save Cleanser, or abandon a mission
  • Cannon creates pressure, not instant failure
  • Smack creates player-driven danger
  • Cleanser gives recovery and rewards brave play near danger
  • Emotional curve: playful collection → tactical routing → chaotic survival