Hargob
Game Design Document
| Working title | Hargob |
| Genre | Rhythm action roguelike |
| Theme | Dark-fantasy, Magical Sci-Fi |
| Engine | Godot-Mono 4.7.1 C# production game |
| Platform | PC |
| Age-rating goal | T–M for suggestive drug use and cartoon violence |
Full Game Vision
High Concept
Hargob is a rhythm-action game with an emergent musical soundtrack. Enemy movement, telegraphs, hitboxes, and recovery share the same musical timing. The player learns an enemy's phrase, dodges it, and answers on beat.
- The enemy telegraphs an attack phrase.
- The player dodges spatially and, ideally, rhythmically.
- A rhythmic dodge builds Momentum and opens a counter window.
- The player counters immediately or banks Momentum.
- A counter releases all stored Momentum on impact.
Lore and Background
For thousands of years, the Knights of the Eastern Salts have expanded through Arc-Harmonic Technomancy, the study and arcane manipulation of universal rhythms such as planetary orbits, tides, and organism lifecycles.
One of their machines unintentionally accelerates the tide cycle, washing strange deep-sea creatures and vibrant, humming Sea Slugs onto the coast. After eating the contaminated slugs, Hargob and several coastal goblins develop a never before seen Arcane Harmonic Intuition: the ability to perceive attacks, movement, and magic as musical structure.
This intuition is the in-world basis of the rhythm-action gameplay. Hargob can hear and feel an enemy's movement, anticipation, attack, and recovery as parts of a phrase.
Aesthetic tone
Hargob ventures through a shifting coastal region to challenge the Knights for their oppression of the goblins. Coastal creatures encountered along the way are warped and naturally very aggressive as a result of the tidal acceleration. The goblins are naturally goofy and unserious, contrasting with the Knights' grand, self-important character. Sea Slugs carry the same tonal contradiction: they are the contaminated source of Hargob's power, but are also treated as cheerfully delicious rewards.
The Flat One
Eating enough slugs leaves a goblin profoundly stoned. While lying back and staring upward, they see the sky's dome flatten into a projection and hear the stars speak. This is communion with The Flat One: simultaneously the flattened sky, a fourth-wall reference to the display, and a goblin's dim awareness of The Player watching and guiding them.
Player Experience
Hargob should feel like playing a feral but feeble little guy: weak in direct exchanges but willing to charge into danger, redirect rhythmic energy, and unleash devastating counters.
Combat should equally reward:
- Learning an enemy's rhythm and patterns.
- Executing spatial and rhythmic dodges.
- Feeling tension rise with Momentum before a counter releases it.
Ordinary action-game play remains valid, but rhythmic mastery wins faster and intensifies the audiovisual response.
Mechanics and Rules
Accepted engine-independent details are maintained in the Mechanics Specification. This GDD retains the intended player experience and accepted high-level rules. Prototype behavior is not canonical unless it passes the human-approved mechanics decision workflow.
Core Combat Systems
Musical Transport
Combat uses one authoritative audio clock. Gameplay queries beat-relative musical position rather than maintaining an unrelated combat timer.
Movement, Dodge, and Counter
Movement is continuous and never waits for a beat.
| Result | Spatial requirement | Rhythmic requirement | Outcome |
|---|---|---|---|
| Full rhythmic dodge | Leave the active hitbox | Dodge inside the timing window | Avoid damage, gain Momentum, arm the next-beat counter |
| Spatial-only dodge | Leave the active hitbox | Miss the timing window | Avoid damage, gain no Momentum, arm no counter |
| Failed dodge | Remain inside the active hitbox | Any timing | Take damage and reset Momentum |
Hargob may attack at any time. Outside an earned counter window, the enemy blocks but still receives chip damage. During the next-beat counter window, the player may attack immediately or skip it and retain Momentum for a stronger later counter. Every counter consumes all stored Momentum, with damage and impact scaling to the amount released.
Momentum
Momentum represents Hargob redirecting rhythmic energy and taking control of the musical exchange.
| Gain | Loss and use | Effects |
|---|---|---|
| Full spatial-and-rhythmic dodges | Damage resets it unless it is pinned by an active Incant draw; reaching full pauses decay for a short grace period; inactivity or disengagement then causes smooth decay; counters and successful Incants consume it | Counter and Incant effects; percussion and audiovisual layering; animation and particles |
Spatial-only dodges and ordinary blocked attacks add no Momentum. Presentation changes smoothly rather than jumping between visible tiers.
Incant System
Incants are a full-game alternative use for a completely full Momentum meter, tested first through the current Phaser prototype:
Full Momentum → Draw and Pin → Perform to Select → Resolve or Interrupt → Consume or Partially Deplete
Core rules:
- A separate draw button offers three Incants from an encounter-scoped deck of 10 static Incants. The offer remains available for four transport beats before expiring.
- Drawing at full Momentum commits and pins the full meter. Pinned Momentum does not decay and cannot power a counter or another spend.
- Three stable buttons belong exclusively to Incant phrases. Movement remains available; combat actions never count as phrase inputs.
- There is no separate card-selection input. The first Incant input starts the performance and plays its first note; the complete performed phrase selects one offered Incant.
- All deck phrases are unique and prefix-free, so no complete phrase is also the valid beginning of another.
- Attack, dodge, counter, or explicit cancel interrupts after draw. The exact offer and slot order remain reserved, while a tunable portion of pinned Momentum is depleted.
- The first connected enemy hit after draw damages Hargob but neither interrupts the Incant nor resets pinned Momentum. The second connected hit interrupts and applies the same partial depletion. Each draw resets this hit count.
- Invalid or expired input fails immediately when no offered phrase remains possible, reserves the offer, and applies the partial depletion.
| Outcome | Effect | Cards |
|---|---|---|
| Success | Complete structure with only Perfect or Good inputs; full effect | Discard the used card; return the two unused cards |
| Weak Success | Complete structure with at least one permitted Early or Late input; reduced effect | Discard the used card; return the two unused cards |
| Failure | Every offered phrase becomes invalid or expires | Preserve the same three-card offer and slot order |
| Interrupted | Player cancellation or second connected hit after draw | Preserve the same three-card offer and slot order |
Each encounter seed deterministically shuffles the deck. A successful resolution returns the two unused cards to the draw-pile bottom in stable slot order. Before a draw with fewer than three cards remaining, combine the remaining draw pile with the discard pile and reshuffle using the encounter's random sequence.
Incants inherit the encounter transport's current BPM and meter when their first input anchors the phrase. Their BPM remains fixed until resolution. Slightly early first inputs may buffer to the next eligible subdivision; later inputs compare against beat-relative positions and tolerances. Inputs grade as Perfect, Good, Early, Late, Missed, or Incorrect.
Each Incant authors its own transport-relative effect-release point. A successful tempo-transforming Incant may change encounter tempo only after its performance resolves; transformation amount, duration, transition, and restoration remain tuning. Timing assistance widens performance tolerances while reducing effect strength.
The draw plays a common offer accent, each dedicated input sounds its note immediately, and phrase completion plays the resolved Incant's identity or release accent. Static Incants are the initial supported type; generative and expressive recognition remain deferred.
| Category | Possible effects |
|---|---|
| Offensive | Charged strikes, projectiles, area attacks, counters, status effects, phrase disruption |
| Defensive | Shields, healing, damage conversion, temporary invulnerability, Momentum preservation |
| Harmonic | Temporary tempo changes and altered enemy phrase structure |
Feedback Principles
Feedback must distinguish enemy intent, spatial versus rhythmic dodge results, counter availability, Momentum state, blocked versus counter damage, and encounter outcomes. Sound, animation, hit reactions, particles, screen effects, HUD, color-independent symbols, and optional controller response may reinforce those distinctions. The most polished event should be a Momentum-scaled counter.
Overall Direction
- Multiple enemies with distinct musical identities.
- Authored motifs assembled into changing phrases and a larger musical difficulty grammar.
- Sea Slugs as persistent reward and currency.
- A Hades-inspired run and base-camp structure.
- Communion with The Flat One to purchase Incants.
These establish the intended identity, not the current prototype scope.
Current Prototype
Prototype Contract
The Phaser prototype tests whether one readable musical attack can produce a satisfying dodge, Momentum build, counter release, and full-Momentum Incant alternative.
| Area | First-pass commitment |
|---|---|
| Flow | Main menu → arena → victory or game over → main menu |
| Content | Hargob, one coastal arena, one template enemy |
| Player actions | Continuous movement, one dodge, one basic attack, Incant draw, and three dedicated Incant inputs |
| Phrase | One authored static enemy phrase used to test readable telegraph, attack, recovery, dodge, Momentum, and counter behavior |
| Incants | One encounter-scoped deck of 10 authored static Incants presented as three visual cards with exact input-and-timing sequences, used to test drawing, pinned Momentum, phrase recognition, interruption, grading, and effect resolution |
| Health | The third connected enemy attack ends the encounter and resets to the menu |
| Momentum | About one-third per full rhythmic dodge; short full-meter decay grace; reset on ordinary damage; pinned after an Incant draw; fully consumed by a counter or successful Incant |
| Damage targets | 10 blocked basic attacks, about 5 low-Momentum counters, or 1 full-Momentum counter |
| Guard | Ordinary attacks deal chip damage and have no recovery penalty |
| Audio | Raw Web Audio API percussion communicates beat, anticipation, impact, Momentum, and release |
The template enemy blocks ordinary attacks, uses no adaptive AI, and repeats its authored static phrase. Runtime consumers must load phrase events from authored JSON under root content/, validate the semantics they require, and must not define alternate phrase defaults; this GDD does not define event positions. Exact BPM, timing windows, movement speed, dodge distance, decay rate, damage, and feedback curves remain tuning variables.
Technical Direction
| System | Responsibility |
|---|---|
| Musical Transport | Own tempo, bar, beat, subdivision, and timing windows using the audio clock |
| Enemy Phrase Controller | Schedule telegraph, hold, attack-start, impact, and recovery |
| Combat Controller | Resolve hitboxes, dodges, guard, counters, health, and outcomes |
| Momentum Controller | Resolve gain, decay, reset, pinning, consumption, damage, and intensity |
| Incant Controller | Resolve encounter deck, offers, reservation, recognition, grading, interruption, and effects |
| Audio Renderer | Generate percussion, Incant notes and accents, and Momentum-dependent layers |
| Presentation and Scene Flow | Render feedback and move between menu, arena, victory, and game over |
Musical transport remains independent of rendered frame timing to prevent audio and combat drift.
Out of Scope
The first prototype excludes multiple enemies or arenas, multiple or procedural enemy phrases, dynamic musical grammar, generative or expressive Incants, progression, runs, base camp, the Sea Slug economy, narrative campaign content, the Knights' stronghold, and production latency calibration.
Development Agents
Development work separates deterministic transformations from agent judgment. Exporters, scaffolders, JSON parsing, consumer semantic checks, timeline generation, telemetry capture, metric calculation, and output guardrails are ordinary code. Agents interpret, create, prioritize, and propose; they do not replace those tools.
Enemy Phrase Production Agents
| Agent | Judgment task | Token cap | Inputs | Outputs |
|---|---|---|---|---|
| Rhythmic Phrase Designer | Define an enemy's musical identity and draft phrase intent. | 6,000 | Approved enemy brief, difficulty, BPM, phrase length, musical constraints | Musical identity brief and draft beat-relative phrase |
| Encounter Choreographer | Assign combat meaning and arrange a spatially and rhythmically playable sequence. | 7,000 | Validated phrase package, movement values, timing rules, difficulty target | Encounter candidate, risk report, playtest questions |
| Phrase Playability Reviewer | Interpret validation evidence and judge readability, pacing, and unresolved playability risks. | 5,000 | Encounter candidate, deterministic validation report, inspection timeline, success criteria | Cited review, ranked risks, revision request or human-review recommendation |
Combat Playtest and Balance Agents
| Agent | Judgment task | Token cap | Inputs | Outputs |
|---|---|---|---|---|
| Telemetry Interpreter | Turn prepared metrics into cited evidence while identifying anomalies, confounders, and data limitations. | 4,000 | Prepared telemetry, configuration groups, calculated metrics, data-quality report, success criteria | Evidence findings with metric or session references and caveats |
| Player Experience Analyst | Interpret what players may be learning or feeling without treating inference as fact. | 4,000 | Evidence findings, player feedback, timestamp-aligned gameplay video, success criteria | Ranked experience hypotheses, alternatives, and evidence references |
| Balance Analyst | Propose the smallest useful and reviewable tuning experiment. | 5,000 | Evidence, experience hypotheses, current semantic tuning, success criteria | At most two proposed tuning changes with baselines, units, evidence, and risks |
| Experiment Planner | Make the proposed adjustment falsifiable. | 3,000 | Evidence, hypotheses, tuning proposal | Control and variant, measures, stop conditions, and decision rule |
Phaser and Godot may produce the same future engine-neutral telemetry contract through separate adapters. Deterministic preprocessing validates and groups sessions, calculates metrics, and reports data quality. Deterministic postflight checks evidence references and tuning limits, then writes proposed artifacts under ignored output directories. Agents never apply tuning or edit source.
The coordinated loop is:
Human brief → phrase agents → human Ableton authoring → deterministic export
and validation → human playtest → deterministic evidence preparation →
playtest agents → human approval
Players experience the result through distinct musical enemy attacks, synchronized audio and combat events, clearer timing, and evidence-driven balance improvements.