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Ω 01 — Core Gameplay Loop

01 — Core Gameplay Loop

Purpose

This document defines the moment-to-moment, mission-level, session-level, and meta-level gameplay loops of Tao Baryon. All other gameplay design downstream must serve these loops. If a feature does not strengthen one of these four loops, it does not ship in v1.0.


The Four Nested Loops

Loop Time Scale Player Question
Moment-to-moment ~10 seconds "Did I just do something satisfying?"
Mission 3–5 minutes "Did I complete something meaningful?"
Session 15–45 minutes "Did I make progress today?"
Meta Days to weeks "Why do I open this app again tomorrow?"

If any of these four answers is "no," the player drifts. All four must be "yes."


1. The 10-Second Loop (Moment-to-Moment)

This is what the player does every ten seconds during a stage. It must feel good in isolation, before any progression or story.

Player Verbs

  1. Move — Virtual joystick (left thumb). Continuous 2D directional control within the playfield. Ship moves at constant speed; joystick provides direction. No acceleration ramp — input is immediate and crisp.
  2. Shoot — Primary weapon auto-fires while the joystick is touched (i.e., while the player is "engaged"). No dedicated fire button needed for primary.
  3. Special — Right-thumb button deploys equipped special ability. Tap-anywhere on right half of screen also triggers special (accessibility).
  4. Dodge — Implicit. There is no dodge button. Survival comes from spatial awareness and movement skill.
  5. Collect — Pickups attract toward the ship within magnet radius. Touching them collects automatically.

Feedback Stack

Every player action produces immediate sensory feedback:

  • Every kill: Particle burst + sound + tiny screen-shake nudge
  • Every hit taken: Red flash + larger shake + audio impact + brief hitstop (3 frames)
  • Every pickup: Chime sweetener + small visual sparkle + tiny score number floats up
  • Every chain kill: Combo counter increments visibly + multiplier pitch rises in audio

Control Decision (Locked)

Auto-fire while joystick is held + dedicated special button.

Reasoning:

  • One-thumb tap-fire while moving is uncomfortable on touchscreens
  • Modern shooters (Sky Force, Crashlands, Archero) all moved to auto-fire
  • Interesting decisions become positioning and special-timing, not button-holding
  • Settings toggle allows manual-fire mode for genre purists

Combo / Score Multiplier System

  • Multiplier starts at 1.0×
  • Each kill increments multiplier by 0.1
  • Multiplier resets to 1.0× on damage taken
  • Multiplier resets to 1.0× if 3 seconds pass without a kill
  • Multiplier caps at 10.0×
  • Score per kill = base value × current multiplier
  • Credits per stage = function of total score

Rewards: continuous engagement, skillful play, aggression Punishes: camping, sloppy movement, hesitation

Audio Tier Triggers

  • At 5.0× multiplier: Intensity music layer fades in
  • At 10.0× multiplier: Screen subtly desaturates, music peaks, "perfect chain" audio cue plays
  • On multiplier loss: Music layer fades out smoothly (not abruptly — preserves player composure)

2. The Mission Loop (3–5 Minutes)

A stage is a self-contained mission. Total active gameplay duration: ~3.5–4.5 minutes.

Stage Anatomy

Phase Duration Purpose
Intel briefing 5 sec Sira-Vel transmission; sector context; recommended level
Approach 30 sec Light enemies; ease-in; pickup drops to refresh resources
Engagement 90 sec Main waves; formations; the meat of the stage
Peak 60 sec Elite enemies; dense bullet patterns; highest tension
Boss / Climax 30–90 sec Sub-boss (regular stages) or full boss (sector-end stages)
Clear screen 10 sec Rewards animation; XP gained; credits earned; achievement popups

Why This Length

  • Long enough to feel substantial
  • Short enough for a commute, lunch break, or "one more stage" mentality
  • Matches mobile session-duration data (median mobile game session is ~5 minutes)

Stage Reward Structure

At stage completion, the player receives:

  • Credits (scaled by score + multiplier performance)
  • Pilot XP (fixed base + bonus for clearing without damage)
  • Ship Mastery XP (for the ship the player flew)
  • Blueprint shards (chance-based; higher chance on sector-end and boss stages)
  • Veiled Tokens (specific stages only; tied to story content)
  • Codex unlock (some stages reveal new codex entries automatically)
  • Achievement progress (toward any achievements affected by the stage)

3. The Session Loop (15–45 Minutes)

A typical play session consists of multiple stages plus meta-screen interactions.

Session Anatomy

  1. Stage clear → rewards land
  2. Return to Achernar Station (hub screen)
  3. Player chooses one of three actions:
    • Spend rewards (shop / upgrade ship or weapon)
    • Read codex entries (story discovery; checks new unlocks)
    • Launch next stage (continue campaign or endless)
  4. Repeat until session ends

Hub Screen Philosophy

The hub (Achernar Station) should feel like coming home from a mission. Specifically:

  • Sira-Vel offers a brief acknowledgment of the previous run
  • Daily login bonus prompts here (if applicable)
  • New codex unlocks display a notification pip
  • Visible ships in the hangar reflect the player's current fleet
  • Background art shows the station — Veiled and human engineers working
  • Subtle audio: distant machinery, occasional muffled conversation, station ambience

4. The Meta Loop (Days to Weeks)

This is what brings players back tomorrow. Multiple parallel progression systems prevent the player from ever running out of goals.

Active Progression Tracks

  1. Pilot Rank (account-wide) — unlocks new ships, weapons, sectors
  2. Ship Mastery (per-ship) — levels individual ships for unique perks
  3. Codex completion — discover full game lore
  4. Achievement hunting — 50+ achievements across categories
  5. Endless leaderboard — global/friend leaderboard for endless mode
  6. Daily challenges (post-launch) — fresh objectives every 24 hours

The Retention Question

At any point in the player's lifecycle, they must be able to answer: "What am I working toward right now?"

Valid answers we are designing for:

  • "I'm one stage from beating Sector 3."
  • "I want to try the V-Series ship I just unlocked."
  • "I have enough credits to max my Pulse Cannon."
  • "There's a new codex entry I haven't read."
  • "I want to beat my endless score from yesterday."
  • "I'm two achievements away from the Sector 2 medal."

If a player cannot answer this question, the meta loop has failed. Every system added to the game must contribute at least one new possible answer.


Death & Failure Handling

When the player's ship is destroyed mid-stage:

  1. First death in a stage attempt: "Continue?" prompt offered. Watch one rewarded ad → revive with 50% HP, continue from current wave. Or restart from beginning. Limit: one ad-revive per stage attempt.
  2. Subsequent deaths in same attempt: No further ad-revive. Restart from beginning offered, or return to hub.
  3. Persistent rewards rule: All credits and XP earned before dying are retained. Stage clear bonus is forfeited until stage is actually cleared.

Why This Matters

A player who dies on Stage 12 does not lose two hours of progress. They simply do not yet receive the Stage 12 clear bonus. This is the retention safeguard — failure is friction, not punishment.


What This Loop Does NOT Include in v1.0

To keep scope contained, the following are explicitly out of v1.0:

  • Multiplayer (cooperative or competitive)
  • Real-time PvP
  • Guilds, clans, or social systems beyond leaderboards
  • Trading or gifting
  • Live events with timed availability
  • Battle pass / seasonal pass system
  • Story branching or player choice in narrative

These are post-v1.0 considerations. v1.0 is a tight, complete single-player arcade shooter.


Summary

The loops, locked:

  1. 10-second loop: auto-fire + joystick + special button, combo multiplier 1×→10×
  2. Mission loop: 3.5–4.5 minute stages, six-phase structure
  3. Session loop: multiple stages + hub interactions, organic flow
  4. Meta loop: six parallel progression tracks; player always knows their next goal

Any feature in subsequent GDD documents must explicitly justify how it strengthens one or more of these loops.


Document version: 1.0 (locked) Part of: Tao Baryon GDD — Tier 1 Foundation