01. Core Loop

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Genre & Fantasy

  • Genre: hybrid-casual "DIY / satisfying craft" plus shop simulation.
  • Player fantasy: "I run a custom phone case workshop. Customers come in, I make cases to order, get paid in coins, then decorate my studio."
  • Experience focus: self-expression and satisfying feel, not challenge. There is no fail state (see 04_LevelDesign_Pacing.md).

Core Loop (1 level = 1 customer)

Customer arrives (Normal / VIP / Returning / Couple / Revenge / Auction)
  → choose phone shape
  → choose MAKER (case-making technique: Spray, Acrylic, Stencil, Marble, ...)
  → play the mini-game steps (glue → paint → dry → ...)
  → decorate (2D stickers, 3D stickers, glitter, keychain, strap)
  → result rated 1–3 stars
  → earn coins (+ RV ×2) and a 70% chance of a chest key
  → possible upsell: "CAN YOU DO MY HEADPHONES CASE TOO?" → bonus level
StageDetailDoc
Customer6 active types, each with its own rules03_Customers.md
Maker & steps9 makers, each made of several mini-games02_Maker_Mechanics.md
RatingDeterministic star formula, no randomness04_LevelDesign_Pacing.md
RewardLinear coins per customer, RV multipliers05_Economy.md

Meta Loop

Day → each day has 1–6 customers
  → new days unlock makers, phone shapes, stickers and studio categories
  → coins are spent on studio decor and tool skins
  → action points raise the (bot) leaderboard rank → premium spin rewards
  → daily missions, daily login, idle income and bundle timers bring players back
Meta systemDoc
Studio (shop decor), tool skins05_Economy.md, 06_Gacha.md
Leaderboard, daily missions, login, idle09_Retention_Social.md
Thematic bundles (timers)08_LiveOps_AB.md

Content length

  • 25 designed days (120 customers). After Day 25 the table is clamped to Day 25 and its last 6 customers repeat. Rewards stop growing.
  • After onboarding, variety comes from new phone shapes, new stickers, VIP items and special modes (Revenge, Auction, Couple, Cleaning).
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