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Purpose Stop adding systems and make the experience readable and stable. Must establish - Feedback noise reduction - Camera clarity - Core tuning pass - Bug fixes only - No new mechanics Completion definition “This is a complete Castlebound prototype.”
No due date•0/23 issues closedPurpose Teach the philosophy of Castlebound through loss. Must establish - Failure screen - Waves survived displayed - One non-blaming, philosophical line - Fast restart flow
No due date•0/5 issues closedPurpose Prove the castle remembers what the player brings back and never surprises them. Must establish - Loadout / Backpack / Castle Inventory separation - Backpack clears at wave end - Items persist safely in castle inventory - No auto-destruction - Clear combat ↔ stewardship boundary
No due date•0/8 issues closedPurpose Prove the player is authoring the defense, not reacting randomly. Must establish - One deliberate pre-wave choice - No mid-wave construction - Choice meaningfully affects defense outcome - Clear cause → effect across waves
No due date•16/30 issues closedPurpose Prove the castle is not passive and subtly assists defense. Must establish - One automatic castle reaction - Triggered by pressure (all barriers broken during wave + enemy count threshold) - Subtle, non-lethal, non-flashy - No explicit UI explanation
No due date•4/4 issues closedPurpose Prove that a single castle structure can grow endlessly, visibly, and meaningfully. Must establish - One upgradable tower OR barrier - Repeated upgrades (no cap) - Linear stat scaling - Visual cycling (wrap / cloth / material color) - Persistence across waves - Strength readable at a glance
No due date•8/8 issues closed