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README.md

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Vicoding Design Docs

Doc What's inside
STATUS.md Where the project stands and the prioritized next steps
design/00-big-picture.md Start here. One-screen overview of the player's journey: journey → realm → level → try loop, the daily loop, and how visual help fades
GAME_DESIGN.md Original high-level game design: vision, core loop, scaffolding fade, tech overview, MVP, monetization
design/01-world-and-characters.md Lore of Algoria, playable races & Traits, classes (= languages), mentors, villains, factions, world map, Bestiary of Bugs, monster traits (pattern cues)
design/02-gear-and-progression.md Golden rule of gear, loadout slots, weapons (agents), containers (weight = space), spells, armor (testing/invariants), stats, ranks, economy, Grimoire
design/03-core-mechanics.md Encounter phases, Battle Plan visual language, execution semantics, stamina & the Ogre, waves & the Jester, scoring, difficulty ramp, game modes, bosses, co-op, Council Trial, screen layout, Classic Mode
design/04-pattern-visual-language.md Visual signature of 20 patterns, how alternative solutions look different, Seer's Eye proof views, semantic-event rendering
design/05-level-walkthroughs.md First 15 minutes, 6 detailed level walkthroughs with traces, a multi-phase realm boss, a Council Trial sample, designer checklist
adr/0001-tech-stack.md Technology decision: web-first TypeScript (React + SVG boards + PixiJS) with Capacitor for iOS/Android; comparison with board/card game stacks
prd/PRD-v0-vertical-slice.md PRD for the first playable prototype: 5 Arraia levels on web + mobile, hypotheses, requirements, metrics, playtest plan, milestones
mobile.md Building and shipping the iOS and Android test builds
playtest.md Running the v0 playtest, collecting data, computing the decision metrics

Where the world/realm structure in design/ differs from §7 of GAME_DESIGN.md, the design/ docs take precedence.