TinyMaker:GameDesign
lastmod 2026-10-06created 2026-10-061 edits
1. Overview ★
- Working title: (e.g., Little Lord)
- One-line pitch: (e.g., A game where you play cards each turn to develop your domain, weather the events each season brings, and earn the kingdom's recognition within 30 turns)
- Player's role: (e.g., a country lord who has just inherited land)
- Length of one run: (e.g., 20–30 turns, 15–20 minutes)
- What the player should feel (3 keywords): (e.g., tightness · steadily stacking growth · the weight of each choice)
Reference games
| Game | What to borrow | What to do differently |
| (e.g., Slay the Spire) | (e.g., deckbuilding, picking card rewards) | (e.g., domain management instead of combat) |
| (e.g., Reigns) | (e.g., the tension of keeping stats balanced) | (e.g., a hand of cards instead of binary choices) |
2. Core loop ★
Flow of one turn
Write it in order. It helps to separate the steps the player takes from the steps that happen automatically.
- (e.g., [auto] Turn start — reveal 1 event card)
- (e.g., [auto] Draw 5 cards from the deck)
- (e.g., [player] Play cards within 3 action points — build, levy, diplomacy, etc.)
- (e.g., [player] Press End Turn)
- (e.g., [auto] Settle production and upkeep → resolve events → discard remaining hand)
Each turn's dilemma
What the player is torn between — where this game's fun comes from.
- (e.g., spend gold now on a building, or save it for the next event)
- (e.g., add a strong card to the deck, or remove a weak card to thin the deck)
Flow of one run
- Early game: (e.g., 3 tiles of land, starting deck of 10 cards. Goal is to stabilize food)
- Mid game: (e.g., land expands and special buildings unlock. First invasion)
- Late game: (e.g., the final 3 turns of meeting the king's demands)
3. Cards ★
What the cards are
- [ ] Deckbuilding — draw a hand from the deck and play it; gain or remove cards during the run (Slay the Spire, Dominion)
- [ ] Choice-based event cards — a few options per card; choosing one changes stats (Reigns)
- [ ] Cards on a board — stack or attach cards to combine them (Stacklands)
- [ ] Placement — place cards on domain tiles to become buildings or workers
- [ ] Other: ( )
Deck and hand rules
| Item | Value |
| Starting deck | (e.g., Farm 4, Levy 3, Logging 2, Build 1) |
| Cards drawn per turn | (e.g., 5) |
| Hand limit | (e.g., 7) |
| Remaining hand | (e.g., discard all at end of turn / carry over) |
| When the deck runs out | (e.g., shuffle the discard pile into a new deck) |
| Cost to play a card | (e.g., action points / resources / none) |
| How to gain cards | (e.g., pick 1 of 3 every 3 turns, buy at the market) |
| How to remove cards | (e.g., pay gold at the church building to remove) |
| Single-use cards | (e.g., yes — marked "Exhaust") |
Card types
| Type | Role | Examples |
| (e.g., Production) | (e.g., gain resources immediately) | (e.g., Farm, Logging) |
| (e.g., Build) | (e.g., leaves a building on the domain) | (e.g., Build Mill) |
| (e.g., Event) | (e.g., bad cards shuffled into the deck) | (e.g., Bad Harvest, Plague) |
Draft card list
Listing only the cards for the first run is fine (10–20 cards). The more effects are written down to the numbers, the better.
| Name | Type | Cost | Effect | Source | Notes |
| (e.g., Farm) | Production | 1 action | Food +2. +1 more if you have a field | Starting deck | |
| (e.g., Levy) | Production | 1 action | Gold +2, Morale -1 | Starting deck | |
| (e.g., Mill) | Build | 2 actions, 3 wood | Mill on an empty tile. Food +1 per turn | Reward |
Card face
What must be visible on a single card: (e.g., name, cost, effect text, type color, art slot)
4. Domain ★
How the domain is shown
- [ ] Grid (square tiles)
- [ ] Hex tiles
- [ ] Region nodes (points and paths)
- [ ] Numbers only, no board (building list)
- [ ] Other: ( )
- Initial size / maximum size: (e.g., center 1 tile of 3x3 settled → up to 5x5)
- How to expand land: (e.g., play a "Settle" card to open one adjacent tile)
Terrain
| Terrain | Characteristics | What can be built |
| (e.g., Plains) | (e.g., nothing special) | (e.g., most things) |
| (e.g., Forest) | (e.g., becomes plains when logged) | (e.g., Lumber camp) |
Buildings
| Name | Build cost | Per-turn effect | Upkeep | Conditions / notes |
| (e.g., Field) | (e.g., 1 wood) | (e.g., Food +1) | (e.g., none) | (e.g., plains) |
| (e.g., Wall) | (e.g., 5 stone) | (e.g., Defense +3) | (e.g., 1 gold) | (e.g., domain edge) |
Residents
- [ ] There are residents (population) — they grow and shrink, and provide labor and taxes
- [ ] No residents
(If yes: conditions for population growth and decline, stats like happiness or morale)
5. Resources ★
| Resource | How to gain | Used for | At turn end | Starting value |
| (e.g., Gold) | (e.g., Levy, Market) | (e.g., building, buying cards) | (e.g., carries over) | (e.g., 5) |
| (e.g., Food) | (e.g., Farm, Field) | (e.g., residents eat their number each turn) | (e.g., cap of 20) | (e.g., 6) |
| (e.g., Action points) | (e.g., refilled to 3 each turn) | (e.g., playing cards) | (e.g., leftovers are lost) | (e.g., 3) |
Danger stats
Stats that cause something bad when they hit 0 or cross a limit.
- (e.g., if food runs out, residents -1; lose if it lasts 3 turns)
- (e.g., if morale is 0, a Rebellion event card enters the deck)
6. Events and threats
- Random events: (e.g., 1 event card per turn. 40% good, 60% bad)
- Event examples: (e.g., Bountiful Harvest — Food +3 / Bandits — Gold -2, blocked if Defense is 3 or more)
- Passage of time: (e.g., 4 turns make a season. Food production halved in winter)
- External threats: (e.g., a neighboring lord invades at turns 10 and 20 — resolved by comparing against Defense)
- Combat: [ ] none · [ ] stat comparison check · [ ] separate card combat · [ ] other ( )
7. Victory and defeat ★
- Victory: (e.g., survive 30 turns and meet the king's demands — 50 gold, 20 population)
- Defeat: (e.g., population 0, or 3 turns with morale at 0)
- Score / rating: (e.g., score from remaining resources and buildings, 1–3 stars)
- What carries over between runs: [ ] nothing (fresh each run) · [ ] card/lord unlocks · [ ] permanent upgrades · [ ] other ( )
8. Difficulty and balance
- Difficulty levels: (e.g., none / Easy·Normal·Hard — differing starting resources and event frequency)
- Randomness: (e.g., allow setting a seed — same seed, same run)
Tuning knob candidates
Values you want to adjust by moving them in the dev tools. They become src/tuning.json knobs (AGENTS.md "Tuning knobs").
| Key (dot-separated camelCase) | Meaning | Initial value | Range |
| (e.g., | Cards drawn per turn | 5 | 3~8 |
| (e.g., | Starting gold | 5 | 0~20 |
| (e.g., | Bad event probability | 0.6 | 0~1 |
9. Visuals and presentation
- Camera: [ ] looking down from above (top-down) · [ ] angled (quarter-view 3D) · [ ] frontal, like 2D · [ ] other ( )
- Graphic feel: (e.g., flat-color low-poly, soft pastels, paper card texture)
- Assets: [ ] basic shapes only (boxes, cylinders) · [ ] use free assets · [ ] draw my own later as replacements
- Colors: (e.g., dark navy background, gold yellow, food green, danger red)
- Card animation: (e.g., flies out of the deck when drawn, enlarges on hover, flies to a domain tile and vanishes when played)
- Sound: [ ] none · [ ] sound effects only · [ ] sound effects + background music
Screen layout
A rough sketch is fine.
+--------------------------------------------------+
| 금화 5 식량 6 목재 2 민심 ■■■□ 턴 3/30 봄 |
| |
| [ 영지 보드 ] |
| 사건 카드 |
| |
| 덱 12 [카드][카드][카드][카드][카드] [턴 종료] |
+--------------------------------------------------+
10. Controls and information
- Input: [ ] mouse click · [ ] drag (dragging cards onto tiles) · [ ] keyboard shortcuts · [ ] touch
- Preview: (e.g., hovering over a card shows the resource changes after playing it)
- Log: (e.g., a turn log beside the screen — "Turn 3: Farm → Food +2")
- Undo: [ ] none · [ ] within the current turn only · [ ] other ( )
- Tutorial: [ ] none · [ ] guide text in the first run · [ ] separate tutorial run
11. Saving and other
- Saving: [ ] none · [ ] continue in the browser (localStorage) · [ ] other ( )
- Language: (e.g., Korean only)
- Devices: [ ] desktop · [ ] mobile portrait · [ ] mobile landscape
12. Terminology
Deciding code names up front lets the LLM use the same names on every iteration.
| Game term | Code name (English) | Meaning |
| (e.g., Domain) | | All the land the player manages |
| (e.g., Tile) | | One square of the domain |
| (e.g., Action points) | | Points spent each turn to play cards |
13. Scope ★
- Must-haves for the first playable version (MVP):
- (e.g., starting deck of 10, 10 card kinds, 3 resources, 3 buildings, 20 turns, victory/defeat checks)
- (e.g., seasons, invasions, picking card rewards)
- (e.g., online, multiplayer, unlocks between runs)
14. Definition of done ★
Conditions under which the game can be called "done" — write them so each can be checked on screen. The plan moves them to .loop/goal.md.
- [ ] (e.g., start screen → one run → victory/defeat screen → restart flows continuously)
- [ ] (e.g., playing a card visibly changes resources and the domain immediately)
- [ ] (e.g., starting with the same seed produces the same run)
15. Open questions
Things not yet decided, still being considered, or that you want the plan to propose.
- (e.g., whether to have both action points and resource costs, or just one)
- (e.g., whether to put in enough effort to show the domain in 3D)
See also
- Tiny Maker