Instruction file imported from mikaromano/Leap-of-Faith (
.github/instructions/gameplay-gdd-alignment.instructions.md). Copyright stays with the author.
Gameplay GDD Alignment
Use this as default guidance for gameplay-related work. If the user explicitly asks to change behavior away from the current design, follow the request and note the deviation.
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Treat
GDD.mdas the source of truth for gameplay behavior. -
Before implementing gameplay logic, verify the relevant rule in
GDD.md. -
If code and
GDD.mdconflict, prioritizeGDD.mdunless the user says otherwise. -
Preserve core game loop semantics from
GDD.md: -
Hidden planning phase with up to 3 moves.
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Simultaneous jump resolution per slot.
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Post-jump collision and item resolution.
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Cleanup/spawn phase with larva maturation and respawn behavior.
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Preserve gameplay rules unless explicitly changed:
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Grid size, player counts, and win condition.
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Card types and special jump behavior.
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Collision cancellation and bounce flow.
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Spawn, lily pad sink/restore, and water-stuck interactions.
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For gameplay UI changes, keep behavior aligned with
GDD.mdinteraction requirements: -
Ready flow and timing assumptions.
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Planning visibility (ghost/trajectory concepts).
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Distinguishable feedback for collisions, item collection, and larva transitions.
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For networking/multiplayer gameplay logic, keep host-authoritative lockstep assumptions from
GDD.md. -
When implementing a gameplay change that is not clearly specified in
GDD.md, state assumptions explicitly in your response and keep the change minimal.