| name | borrow-fighters-gameplay-design |
| description | Propose, scope, or review Borrow Fighters gameplay mechanics for the 2D fighting prototype, especially movement, attack states, hitbox/hurtbox behavior, damage, knockback, character identity, prototype cuts, and avoiding premature fighting-game complexity. |
Borrow Fighters Gameplay Design
Workflow
- Read
docs/00-vision.md for pillars.
- Read
docs/01-mini-gdd.md and docs/02-prototype-scope.md for current scope.
- Use
references/prototype-combat.md when judging a mechanic or character idea.
- Prefer the smallest playable test over a complete system.
- Call out whether the idea belongs in Prototype 0.1, later, or parked.
Evaluation Checklist
- Does this make hit, damage, defense, or movement clearer?
- Can it be tested with rectangles/placeholders?
- Does it create a distinct character identity?
- Does it require animation, audio, AI, online, or tooling before core combat exists?
- Can it be reduced to one move, one state, or one debug visualization?
Output Pattern
For proposals or reviews, respond with:
- verdict:
0.1, later, or parked;
- smallest playable version;
- risks;
- docs/issues that should change.