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       WROXER PROTOTYPE EXECUTION PLAN

 

With 1 AI-Savvy Developer

 

We are building a vertical slice, not a dream.

🧱 STEP 1 — LOCK THE PROTOTYPE SPEC 

Prototype =

1v1 AI battle
• 3 playable CORE characters
• 5 emotion types
• EQ meter
• Corruption system
• Empathy bar
• 1 mini boss
• Clean UI
• No Web3
• No multiplayer
• No economy

 

If anything new gets suggested:
 

It goes into a “Phase 2” list.

 

This protects velocity.

🧠 STEP 2 — DEFINE TECH ARCHITECTURE

Developer should set up:

 

Engine

Unity (URP template)

Code Structure

Modular system design:

• Orb system
• EQ system
• Corruption system
• Turn manager
• AI opponent module
• Effect resolver
• UI state manager

Everything decoupled.

AI tools can generate scaffolding —
but architecture must be deliberate.

⚙️ STEP 3 — AI TOOL STRATEGY (Used Properly)

 

AI should be used for:

✔ boilerplate code generation
✔ UI layout scripting
✔ state machine scaffolding
✔ test case generation
✔ balancing simulations
✔ placeholder art

AI should NOT be used blindly for:

❌ game system design
❌ architecture decisions
❌ combat math tuning
❌ economy modeling

Human judgment still leads.

 

📅 REALISTIC 8–10 WEEK BUILD SCHEDULE

 

Week 1–2

Core battle loop working:

  • turn switching

  • play orb

  • resolve effect

  • adjust EQ

 

Ugly UI acceptable.

 

Week 3–4

Add:

  • corruption build-up

  • corruption penalties

  • AI opponent logic

 

Week 5–6

Add:

  • empathy charge system

  • empathy activation effects

  • visual feedback

 

This is the emotional “wow” moment.

 

Week 7–8

Add:

  • mini boss logic

  • synergy interactions

  • basic balancing

 

Week 9–10

Polish:

  • feedback clarity

  • sound cues

  • smooth animations

  • UI refinement

  • playtest

 

🧪 STEP 4 — CONTROLLED PLAYTEST

After Week 8–10:

Test with:
• 10–20 teens
• 5–10 adults
• 5 gamers
• 5 non-gamers

Ask only:

  1. Was it fun?

  2. Did empathy feel powerful?

  3. Did you understand what was happening?

  4. Would you play again?

Do NOT explain the emotional theory.

Let it stand on its own.

📊 STEP 5 — MEASURE THE TRUTH

If testers say:

“This feels different.”
“I felt tension.”
“I wanted to try again.”

You proceed.

If they say:

“Cool idea but confusing.”
“Interesting but slow.”
“I didn’t feel much.”

We iterate.

Not expand.

 

🚨 MOST IMPORTANT RULE

For 3 months:

 

We are not building:
• Web3
• DAO
• NFT marketplace
• School version
• Esports
• Animated series

 

That all comes AFTER proof.

🧠 ADVANTAGE WE HAVE

An AI-savvy dev means:

• Faster iteration cycles
• Rapid feature prototyping
• Simulation testing
• Faster UI iteration
• Automated balancing tools

Used correctly, this can cut prototype time in half.

  

🔥 If This Prototype Works

Our next leverage options:

• Raise $1–3M with playable demo
• Attract technical co-founder
• Partner with indie publisher
• Expand into PvP multiplayer

 

But none of that matters yet.

SCOPE OF WORK

 WROXER Prototype v0.1 Includes

  • 1v1 AI turn-based battle

  • 3 CORE characters

  • 5 emotion Orb types

  • EQ system

  • Corruption system

  • Empathy charge system

  • 1 mini boss

  • Clean functional UI

  • Local play only

 

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