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cautiouskurns

prototype-roadmap-planner

@cautiouskurns/prototype-roadmap-planner
cautiouskurns
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Updated 3/31/2026
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Read a prototype GDD and generate a phased implementation roadmap with concrete tasks, organized by implementation phases with specific deliverables and test criteria.

Installation

$npx agent-skills-cli install @cautiouskurns/prototype-roadmap-planner
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Details

Path.claude/skills/prototype-roadmap-planner/SKILL.md
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Scoped Name@cautiouskurns/prototype-roadmap-planner

Usage

After installing, this skill will be available to your AI coding assistant.

Verify installation:

npx agent-skills-cli list

Skill Instructions


name: prototype-roadmap-planner description: Read a prototype GDD and generate a phased implementation roadmap with concrete tasks, organized by implementation phases with specific deliverables and test criteria. domain: project type: planner version: 1.0.0 allowed-tools:

  • Read
  • Write
  • Glob

Prototype Roadmap Planner Skill

This skill reads a prototype GDD and generates a detailed implementation roadmap. It extracts implementation phases from the GDD, breaks down each phase into concrete tasks, and creates a day-by-day or hour-by-hour development plan for rapid prototyping.


When to Use This Skill

Invoke this skill when the user:

  • Says "create roadmap for prototype"
  • Asks "plan implementation for prototype"
  • Wants to break down prototype into actionable tasks
  • Has a prototype GDD and needs a development plan
  • Says "what's my implementation plan?" or "what should I build first?"
  • Wants a day-by-day breakdown of prototype work

Core Principle

Roadmaps turn design into action:

  • ✅ Extract implementation phases from prototype GDD
  • ✅ Break each phase into concrete, testable tasks
  • ✅ Create hour-by-hour or day-by-day timeline
  • ✅ Define clear deliverables and test criteria for each phase
  • ✅ Prioritize tasks to get playable core loop as fast as possible
  • ✅ Roadmap is actionable, not abstract

Visible-First Ordering Philosophy

Build what you can SEE before what you can't.

Traditional development often goes: Data → Systems → Features → UI. For prototypes, invert this:

VISIBLE-FIRST ORDER:
1. Visual elements (sprites, scenes, UI) ← See it first
2. Player interaction (input, feedback)  ← Feel it second
3. Core systems (logic, rules)           ← Make it work
4. Data structures (resources, configs)  ← Refine later
5. Polish (juice, effects)               ← Last

Why Visible-First?

  • Observable progress: Seeing sprites move on screen motivates more than seeing console logs
  • Early feedback: Spot design problems when you can see the game, not just read data
  • Testable sooner: Playtest with placeholder logic, not placeholder visuals
  • Avoid over-engineering: Build only the systems you actually need for what you see

Example - Grid Combat:

❌ Traditional Order (invisible progress):

  1. Create grid data structure
  2. Create pathfinding algorithm
  3. Create unit stats system
  4. Create UI to display it all
  5. Finally see something

✅ Visible-First Order (observable progress):

  1. Create grid visual (TileMap or sprites) ← See the board
  2. Create unit sprites that can be placed ← See the pieces
  3. Create click-to-select, click-to-move ← Feel interaction
  4. Add pathfinding for valid moves ← Make it smart
  5. Add stats and damage calculation ← Make it meaningful

At each step, you can SEE and FEEL progress.

Ordering Rules

  1. Scenes before scripts: Create the visual scene structure first, add behavior second
  2. Sprites before data: Use placeholder sprites immediately, define stat Resources later
  3. Hardcode before configure: Hardcode values to get it working, extract to data files later
  4. Input before logic: Get player clicking/pressing first, add game rules second
  5. Feedback before polish: Show that something happened (even ugly), make it pretty later

Dependency Mapping (Visible-First)

When mapping task dependencies, follow this order:

Phase 1: Core Visuals
├── Scene structure (Main.tscn, Game.tscn)
├── Player/unit sprites visible
├── Basic camera/viewport
└── Placeholder UI elements

Phase 2: Core Interaction
├── Input handling (click, WASD)
├── Visual feedback (selection, movement)
├── State changes visible (health bars, etc.)
└── Basic sound effects (optional)

Phase 3: Core Systems
├── Game logic (turn order, combat rules)
├── Data integration (stats affect outcomes)
├── Win/lose conditions
└── State management

Phase 4: Data & Balance
├── Extract hardcoded values to Resources
├── Create data files (JSON, .tres)
├── Balance pass (tune numbers)
└── Configuration systems

Phase 5: Polish
├── Animations and transitions
├── Juice (screenshake, particles)
├── UI polish
└── Audio polish

Roadmap Output Structure

The skill generates a detailed, task-oriented roadmap:

# [GAME TITLE] - Prototype Implementation Roadmap

**Based On:** Prototype GDD v[X.Y]
**Timeline:** [X days from GDD]
**Target:** [Core question from GDD]
**Created:** [Date]

---

## Quick Start

**Critical Path to Playable Core Loop:**
1. [Most important task from Phase 1]
2. [Most important task from Phase 1]
3. [First test milestone - "can play one round"]

**Estimated time to playable:** [X hours]

---

## Phase 1: [Phase Name] ([Timeline] - [X hours])

**Goal:** [What you're building - from GDD]

**Deliverables:**
- [Deliverable 1 from GDD]
- [Deliverable 2 from GDD]

**Test Criteria:** [How you know it works - from GDD]

### Tasks

#### Task 1.1: [Clear Action Verb] [Specific Thing]
**Time:** [X hours]

**What:** [One sentence describing the visible/testable outcome]

**How:**
- [Implementation step 1]
- [Implementation step 2]
- [Implementation step 3]

**Acceptance:**
- [ ] [Specific testable criterion - observable]
- [ ] [Specific testable criterion - observable]

**Files:**
- `[file path]` - [purpose]
- `[file path]` - [purpose]

**Hardcoded Values:**
- [Value name]: [value] (e.g., movement_speed: 200)
- [Value name]: [value]

**Dependencies:** None / [Task X.Y must be complete]

---

#### Task 1.2: [Clear Action Verb] [Specific Thing]
**Time:** [X hours]

**What:** [One sentence describing the visible/testable outcome]

**How:**
- [Implementation step 1]
- [Implementation step 2]

**Acceptance:**
- [ ] [Specific testable criterion]
- [ ] [Specific testable criterion]

**Files:**
- `[file path]` - [purpose]

**Hardcoded Values:**
- [Value name]: [value]

**Dependencies:** [Task 1.1]

---

[Continue for all tasks in phase]

**Phase 1 Checkpoint:**
- [ ] All deliverables complete
- [ ] Test criteria passed: [test description]
- [ ] Ready to proceed to Phase 2

---

## Phase 2: [Phase Name] ([Timeline] - [X hours])

**Goal:** [What you're building - from GDD]

**Deliverables:**
- [Deliverable 1 from GDD]
- [Deliverable 2 from GDD]

**Test Criteria:** [How you know it works - from GDD]

### Tasks

[Same structure as Phase 1]

**Phase 2 Checkpoint:**
- [ ] All deliverables complete
- [ ] Test criteria passed: [test description]
- [ ] Ready to proceed to Phase 3

---

[Continue for all phases from GDD]

---

## Testing & Validation

**After Each Phase:**
- [ ] Run test criteria from phase
- [ ] Document any issues/blockers
- [ ] Adjust timeline if behind schedule

**Final Prototype Test (End of Timeline):**
- [ ] Can complete full playthrough
- [ ] Critical questions from GDD answerable
- [ ] Playtesters can understand core loop
- [ ] Success metrics measurable

---

## Risk Mitigation Plan

**From GDD Risk Section:**

**Risk:** [Risk from GDD]
**If This Happens:** [Fallback from GDD]
**Action Items:**
- [Specific task to mitigate]
- [Specific task to implement fallback]

[Repeat for each risk from GDD]

---

## Daily Schedule (for [X]-day timeline)

### Day 1: [Date]
**Focus:** [Phase name]
- Morning (4h): [Tasks]
- Afternoon (4h): [Tasks]
**End of Day Goal:** [Deliverable]

### Day 2: [Date]
**Focus:** [Phase name]
- Morning (4h): [Tasks]
- Afternoon (4h): [Tasks]
**End of Day Goal:** [Deliverable]

[Continue for each day]

---

## Content Checklist

**Assets to Create:**
- [ ] [Asset 1 from GDD content scope]
- [ ] [Asset 2 from GDD content scope]

**Data/Balance:**
- [ ] [Stats for units/enemies from GDD]
- [ ] [Configuration values]

---

**END OF ROADMAP**

**Next Steps:**
1. Review this roadmap
2. Set up development environment
3. Start Phase 1, Task 1.1
4. Test frequently, adjust timeline as needed

Workflow

Step 1: Read Prototype GDD

  1. Find the prototype GDD:

    • Look for docs/*prototype-gdd*.md or ask user for path
    • Read the entire GDD
  2. Extract key information:

    • Timeline (weekend/week/month from GDD)
    • Critical questions being tested
    • Implementation phases (from "Implementation Phases" section)
    • Each phase's goal, deliverables, test criteria
    • Content scope (units, mechanics, etc.)
    • Risk mitigation plans
    • Success metrics

Step 2: Break Down Each Phase into Tasks

For each implementation phase in the GDD:

  1. Extract phase metadata:

    • Phase name and timeline (e.g., "Day 1, Morning - 4h")
    • Goal statement
    • Deliverables list
    • Test criteria
  2. Infer concrete tasks from deliverables:

    • Each deliverable becomes 1-3 tasks
    • Tasks should be 1-3 hours each (small enough to track progress)
    • Tasks should have clear acceptance criteria

Example: GDD Deliverable: "WASD movement, one weapon, enemy spawning"

Becomes tasks:

  • Task 1.1: Player Character with WASD Movement (2h)
  • Task 1.2: Basic Weapon Auto-Fire System (1.5h)
  • Task 1.3: Enemy Spawner and Basic Enemy (1.5h)
  1. Define acceptance criteria:
    • What specific behaviors must work
    • How to test it
    • Observable success conditions

Example: Task 1.1: Player Character with WASD Movement Acceptance Criteria:

  • Player sprite appears in center of screen
  • W/A/S/D keys move player in correct directions
  • Movement speed is 200 px/s
  • Player cannot move off-screen
  1. Identify file paths:

    • Where will code live (scripts/player/player.gd)
    • What scenes to create (scenes/player/Player.tscn)
    • Based on project structure and GDD organization
  2. Map dependencies (Visible-First):

    • Which tasks must complete before others
    • Follow visible-first order: visuals → interaction → systems → data → polish
    • Prioritize tasks that produce observable results early

Step 3: Create Critical Path

Identify the shortest path to playable core loop:

  • Which tasks MUST complete to test the core mechanic?
  • What's the absolute minimum to get "one round" working?
  • Usually 3-5 tasks from Phase 1

Output as "Quick Start" section:

Critical Path to Playable Core Loop:
1. Player movement (Task 1.1)
2. Enemy spawning (Task 1.3)
3. Basic combat (Task 1.2)
Estimated time to playable: 5 hours

Step 4: Generate Daily Schedule

For short timelines (weekend/week):

  • Break phases into day-by-day chunks
  • Assign tasks to morning/afternoon blocks
  • Set end-of-day goals (deliverables)

Example for weekend timeline:

Day 1:
- Morning: Phase 1 (Core Loop Foundation)
- Afternoon: Phase 2 (Economy System)
End of Day Goal: Can place units and earn gold

Day 2:
- Morning: Phase 3 (Full Content)
- Afternoon: Phase 4 (Wave Progression)
End of Day Goal: Full 10-wave game loop works

Day 3:
- All day: Phase 5 (Polish & Juice)
End of Day Goal: Prototype ready for playtesting

Step 5: Extract Content Checklist

From GDD's "Content Scope" section:

  • List all units/enemies/items to create
  • Extract stats and attributes
  • Create checklist format

Example:

Content Checklist:
- [ ] Goblin (15g, 30 HP, 5 ATK)
- [ ] Skeleton (25g, 40 HP, 8 ATK)
- [ ] Warrior Hero (50 HP, 10 ATK, 20g drop)

Step 6: Map Risk Mitigation to Tasks

From GDD's "Risk Mitigation" section:

  • Each risk becomes potential task
  • Mitigation = proactive task (do during normal dev)
  • Fallback = conditional task (do if risk occurs)

Example:

Risk: Auto-battle too fast/confusing
Mitigation Task: Add damage numbers and 1-2s combat pacing (Phase 5, Task 5.2)
Fallback Task: Add "Pause" button during combat (conditional - if playtest reveals issue)

Step 7: Save Roadmap

Save to: docs/[game-name]-prototype-roadmap.md

Output to user:

Created prototype roadmap with:
- [X] phases over [timeline]
- [X] concrete tasks
- Day-by-day schedule
- Critical path to playable in [X] hours

Next steps:
1. Review roadmap: docs/[game]-prototype-roadmap.md
2. Set up dev environment
3. Start Phase 1, Task 1.1
4. Test after each task, track progress

Example Interaction

User: "Create roadmap for prototype"

Skill:

Reading prototype GDD...

Found: docs/dungeon-investor-prototype-gdd.md
- Weekend timeline (2-3 days)
- 5 implementation phases defined
- Testing: Economic auto-battle dungeon defense
- Goal: Answer 5 critical questions

Breaking down phases into tasks...

Phase 1: Core Loop Foundation (Day 1 AM, 4-5h)
- 3 tasks (Player setup, Drag-drop, Auto-battle)

Phase 2: Economy System (Day 1 PM, 3-4h)
- 4 tasks (Gold UI, Shop, Cost system, Payouts)

Phase 3: Full Content (Day 2 AM, 4-5h)
- 3 tasks (5 monsters, 3 traps, 3 heroes)

Phase 4: Wave Progression (Day 2 PM, 3-4h)
- 4 tasks (Wave system, Scaling, Win/lose, Restart)

Phase 5: Polish & Juice (Day 3, 4-6h)
- 5 tasks (Damage numbers, Animations, UI clarity, etc.)

Generating daily schedule...

Day 1: Core Loop + Economy → playable with gold system
Day 2: Full Content + Waves → complete 10-wave loop
Day 3: Polish → ready for playtesting

Critical path to playable: 5 hours (3 tasks from Phase 1)

Roadmap saved to: docs/dungeon-investor-prototype-roadmap.md

Total: 19 tasks across 5 phases over 3 days
Ready to start development!

Integration with Other Skills

Reads From:

  • prototype-gdd-generator - Input GDD defining the prototype

Feeds Into:

  • changelog-updater - Track progress as tasks complete
  • systems-bible-updater - Document systems as they're built

Works With:

  • version-control-helper - Manage commits per task/phase
  • gdscript-quality-checker - Review code quality after each phase

Quality Checklist

Before finalizing roadmap:

Ordering & Structure:

  • ✅ Follows visible-first ordering (visuals → interaction → systems → data → polish)
  • ✅ Early tasks produce observable results (not invisible infrastructure)
  • ✅ All phases from GDD are included
  • ✅ Critical path identified (shortest route to playable)

Task Quality:

  • ✅ Each task uses 5-part format (What, How, Acceptance, Files, Hardcoded Values)
  • ✅ Tasks are 1-3 hours each (trackable progress)
  • ✅ Each phase broken into concrete, testable tasks
  • ✅ Detail level is actionable but not over-specified
  • ✅ Hardcoded values listed (to extract to data later)

Coverage:

  • ✅ Daily schedule created for timeline
  • ✅ All deliverables from GDD mapped to tasks
  • ✅ Test criteria from GDD included in checkpoints
  • ✅ Content checklist extracted from GDD scope
  • ✅ Risk mitigation mapped to tasks

Key Principles

DO:

  • Visible-first ordering: Scenes → Interaction → Systems → Data → Polish
  • ✅ Extract phases directly from GDD (don't invent new structure)
  • ✅ Break deliverables into concrete, actionable tasks
  • ✅ Include specific file paths and acceptance criteria
  • ✅ Use 5-part task format: What, How, Acceptance, Files, Hardcoded Values
  • ✅ Create testable checkpoints after each phase
  • ✅ Identify critical path to playable core loop
  • ✅ Map risks to mitigation tasks
  • ✅ Hardcode values first, extract to Resources later

DON'T:

  • ❌ Start with data structures before visuals (invisible progress)
  • ❌ Build systems before you can see them working
  • ❌ Add tasks not related to GDD deliverables
  • ❌ Make tasks too large (>3 hours is too big)
  • ❌ Skip test criteria or acceptance criteria
  • ❌ Ignore dependencies between tasks
  • ❌ Create vague tasks ("make it better")
  • ❌ Over-specify tasks (save code details for implementation)
  • ❌ Assume file structure (use project's actual structure)

Task Breakdown Guidelines

From GDD Deliverable to Tasks

GDD says: "WASD movement, one weapon, enemy spawning"

Becomes:

  1. Task: Player Character Setup

    • Create Player.tscn scene
    • Create player.gd script with CharacterBody2D
    • Implement WASD input handling
    • Set movement speed to 200 px/s
    • Test: Player moves in all 4 directions
  2. Task: Basic Weapon System

    • Create Weapon.gd script
    • Implement auto-fire timer
    • Spawn projectiles on timer tick
    • Test: Weapon fires automatically every second
  3. Task: Enemy Spawner

    • Create Enemy.tscn scene
    • Create spawner.gd script
    • Spawn enemy every 3 seconds
    • Test: Enemies appear and move toward player

Task Size Guidelines

Good task sizes:

  • 1-3 hours of focused work
  • Single responsibility (one system or feature)
  • Testable in isolation
  • Clear done criteria

Too large:

  • "Implement combat system" (4-8 hours, multiple systems)
  • Split into: damage calculation, health system, hit detection

Too small:

  • "Add constant for move speed" (<15 min)
  • Combine with larger task

Feature Description Detail Level

Each task in the roadmap needs enough detail to be actionable without ambiguity, but not so much that it becomes a full specification. Use this framework:

The 5-Part Task Description

Every task description should include these five elements:

#### Task X.Y: [Clear Action Verb] [Specific Thing]

**What:** One sentence describing the visible/testable outcome.

**How:** 3-5 bullet points of implementation steps.

**Acceptance:** 2-4 checkbox criteria that prove it works.

**Files:** List of files to create or modify.

**Hardcoded Values:** Any magic numbers to use (extract to data later).

Detail Level Examples

Too Vague (Unusable)

#### Task 1.1: Add player movement
Create player movement system.

❌ What kind of movement? Grid? Free? How fast? What input?

Too Detailed (Over-specified)

#### Task 1.1: Add player movement
Create a CharacterBody2D-based player controller using the
built-in input map system. The player should use a state
machine with Idle, Walking, and Running states. Movement
should use velocity-based physics with acceleration of
800 px/s² and deceleration of 1200 px/s². Maximum walk
speed is 150 px/s and run speed is 280 px/s when holding
Shift. Implement 8-directional movement with diagonal
normalization. Add dust particles when changing direction...

❌ This is a specification, not a roadmap task. Save this for implementation.

Just Right (Actionable)

#### Task 1.1: Player Grid Movement

**What:** Player character moves between grid tiles using arrow keys/WASD.

**How:**
- Create Player.tscn with Sprite2D and CollisionShape2D
- Add player.gd with input handling
- Move one tile per keypress (no diagonal for now)
- Animate tween between tiles (0.2s duration)

**Acceptance:**
- [ ] Player sprite visible on grid
- [ ] Arrow keys move player one tile in pressed direction
- [ ] Player cannot move outside grid boundaries
- [ ] Movement has smooth tween animation

**Files:**
- `scenes/player/Player.tscn`
- `scripts/player/player.gd`

**Hardcoded Values:**
- Grid size: 64x64 pixels per tile
- Movement duration: 0.2 seconds
- Grid bounds: 12x12 tiles

✅ Clear what to build, how to approach it, how to test it, specific enough to start immediately.

Detail Level by Task Type

Visual/Scene Tasks (High Visual Detail)

Focus on: What it looks like, where things are positioned, placeholder assets to use

#### Task 2.1: Combat Grid Display

**What:** 12x12 grid visible in center of screen with distinct tiles.

**How:**
- Create CombatGrid.tscn with TileMapLayer
- Use placeholder tile (64x64 colored squares)
- Light tiles for walkable, dark for obstacles
- Center grid in viewport (1920x1080)

**Acceptance:**
- [ ] Grid renders 12x12 tiles
- [ ] Grid is centered on screen
- [ ] Walkable vs obstacle tiles visually distinct
- [ ] Grid scale appropriate (fills ~60% of screen width)

**Hardcoded Values:**
- Tile size: 64x64 pixels
- Walkable color: #4a5568
- Obstacle color: #1a202c

Interaction Tasks (High Behavior Detail)

Focus on: What input does, what feedback player sees

#### Task 2.3: Unit Selection System

**What:** Click on friendly unit to select it, showing selection indicator.

**How:**
- Add Area2D with input detection to Unit.tscn
- Create selection_indicator.tscn (sprite or shader outline)
- Track currently_selected_unit in CombatManager
- Click empty tile or enemy = deselect

**Acceptance:**
- [ ] Clicking unit shows selection indicator
- [ ] Only one unit selected at a time
- [ ] Clicking elsewhere deselects
- [ ] Selected unit info appears in UI panel

**Hardcoded Values:**
- Selection indicator: Yellow outline, 2px
- Click detection radius: 32 pixels

System/Logic Tasks (High Rule Detail)

Focus on: Rules, formulas, edge cases

#### Task 3.2: Attack Damage Calculation

**What:** When unit attacks, calculate and apply damage using stats.

**How:**
- Create damage_calculator.gd utility
- Formula: damage = attack_power - (defense / 2)
- Minimum damage: 1 (always deal at least 1)
- Apply damage to target's current_hp
- Emit signal when unit dies (hp <= 0)

**Acceptance:**
- [ ] Attack reduces target HP by calculated amount
- [ ] Defense reduces incoming damage
- [ ] Minimum 1 damage dealt even vs high defense
- [ ] Unit removed from grid when HP reaches 0

**Hardcoded Values:**
- Defense divisor: 2
- Minimum damage: 1
- Test values: Attacker (ATK 10) vs Defender (DEF 4) = 8 damage

Data/Resource Tasks (High Structure Detail)

Focus on: Data shape, field names, example values

#### Task 4.1: Unit Stats Resource

**What:** Create Resource class to hold unit statistics.

**How:**
- Create UnitStats.gd extending Resource
- Export variables for: hp, attack, defense, move_range, attack_range
- Create 3 example .tres files (Soldier, Archer, Knight)
- Update Unit.tscn to use UnitStats resource

**Acceptance:**
- [ ] UnitStats resource class exists
- [ ] Can create .tres files with stats in editor
- [ ] Unit.tscn has exported UnitStats variable
- [ ] Changing .tres values affects unit behavior

**Example Data:**
- Soldier: HP 30, ATK 8, DEF 4, Move 3, Range 1
- Archer: HP 20, ATK 10, DEF 2, Move 3, Range 5
- Knight: HP 50, ATK 6, DEF 8, Move 2, Range 1

What NOT to Include in Task Descriptions

Don't include:

  • Full code implementations (that's for coding time)
  • Design justifications (that's in the GDD)
  • Alternative approaches (pick one, note alternatives in comments if needed)
  • Polish details (animations, particles, sounds - save for polish phase)
  • Edge cases you haven't thought through yet

Do include:

  • Enough to start coding immediately
  • Clear done criteria
  • Specific numbers (even if they'll change later)
  • File locations
  • Dependencies on other tasks

Example Output Structure

Example 1: Dungeon Investor (Visible-First Ordering)

Phase 1: Core Visuals & Scene (Day 1 Morning)

  • Task 1.1: Dungeon Room Grid Display (1h) ← SEE the board first
  • Task 1.2: Monster/Trap Placeholder Sprites (30min) ← SEE units
  • Task 1.3: Hero Placeholder Sprites (30min) ← SEE enemies
  • Task 1.4: Gold Counter UI Element (30min) ← SEE economy

Phase 2: Core Interaction (Day 1 Afternoon)

  • Task 2.1: Drag-Drop Monster Placement (1.5h) ← FEEL placement
  • Task 2.2: Shop Panel with Clickable Items (1h) ← FEEL purchasing
  • Task 2.3: Hero Spawning and Walking (1h) ← SEE heroes enter

Phase 3: Core Systems (Day 2 Morning)

  • Task 3.1: Basic Auto-Battle Combat (1.5h) ← Combat logic
  • Task 3.2: Purchase/Refund Gold Logic (1h) ← Economy logic
  • Task 3.3: Hero Death → Gold Earned (30min) ← Reward loop
  • Task 3.4: Wave Counter System (1h) ← Progression

Phase 4: Content & Data (Day 2 Afternoon)

  • Task 4.1: Monster Stats Resource Class (30min)
  • Task 4.2: Implement 5 Monster Variants (1.5h)
  • Task 4.3: Implement 3 Trap Variants (1h)
  • Task 4.4: Hero Stat Scaling Per Wave (30min)

Phase 5: Polish (Day 3)

  • Task 5.1: Damage Numbers Floating Text (1h)
  • Task 5.2: Death Animations (1h)
  • Task 5.3: UI Clarity Pass (1h)
  • Task 5.4: Win/Lose Screens (1h)

Notice the ordering:

  • Phase 1: Everything visual (you can SEE the game board)
  • Phase 2: Everything interactive (you can CLICK and DRAG)
  • Phase 3: Everything logical (it starts WORKING)
  • Phase 4: Everything data-driven (it becomes BALANCED)
  • Phase 5: Everything polished (it feels GOOD)

Example 2: Grid Combat (Visible-First Ordering)

Phase 1: Visual Foundation (4h)

  • Task 1.1: Combat Grid TileMap (1h) ← SEE the battlefield
  • Task 1.2: Unit Sprites on Grid (1h) ← SEE the pieces
  • Task 1.3: HP Bars Above Units (1h) ← SEE health state
  • Task 1.4: Turn Order UI Panel (1h) ← SEE who acts next

Phase 2: Interaction Layer (4h)

  • Task 2.1: Click to Select Unit (1h) ← FEEL selection
  • Task 2.2: Highlight Valid Move Tiles (1h) ← SEE options
  • Task 2.3: Click to Move Unit (1h) ← FEEL movement
  • Task 2.4: Click Enemy to Attack (1h) ← FEEL combat

Phase 3: Game Logic (4h)

  • Task 3.1: Turn Order Calculation (1h)
  • Task 3.2: Movement Range Validation (1h)
  • Task 3.3: Attack Damage Calculation (1h)
  • Task 3.4: Death and Victory Conditions (1h)

Phase 4: Data Extraction (2h)

  • Task 4.1: UnitStats Resource Class (30min)
  • Task 4.2: Create Unit .tres Files (30min)
  • Task 4.3: Extract Hardcoded Values (30min)
  • Task 4.4: Balance Pass (30min)

Phase 5: Polish (2h)

  • Task 5.1: Movement Animation Tweens (30min)
  • Task 5.2: Attack Animation (30min)
  • Task 5.3: Damage Number Popups (30min)
  • Task 5.4: Turn Transition Effects (30min)

Each task includes:

  • Time estimate
  • What/How/Acceptance criteria
  • File paths
  • Dependencies
  • Hardcoded values

Timeline Formats

Weekend (2-3 days)

  • Day-by-day breakdown
  • Morning/afternoon blocks
  • Hourly estimates
  • End-of-day goals

Week (5-7 days)

  • Day-by-day breakdown
  • Daily focus areas
  • Half-day blocks
  • Milestone at midpoint and end

Two Weeks

  • Week 1 / Week 2 breakdown
  • Daily goals within weeks
  • Weekly milestones
  • Buffer time for iteration

Month

  • Weekly breakdown
  • Phase-level milestones
  • More flexible daily structure
  • Regular playtest checkpoints

This skill transforms a prototype GDD into an actionable, task-oriented roadmap with concrete steps, time estimates, and testable checkpoints. It's designed for rapid prototyping where speed and clarity are critical.