Game Design Bible — Living Document
Void Tide
Complete Reference
Everything about this game in one place: brand identity, world, characters, mechanics, levels, story, and production status. Updated with every session.
EnginePhaser 3.90
Versionv0.2.4 β
StatusActive Build
Waves12 / 12
Pilots3
PlatformWeb + iOS + Android
BRAND
Name & Brand Identity
The original name "Tentacle Tide" has no thematic connection to the gameplay — there are no tentacles, no sea setting, and no ocean mechanic. The name needs to match what the game actually is: a retro-modern space formation shooter where endless waves of crystalline void entities pour through a dimensional rift.
Option 1
VOID TIDE
com.vivere.voidtide
The enemies are "The Tide" — an endless crystalline wave pouring from the Void (the dimensional rift). The name is the premise. Keeps "Tide" (which works) and replaces "Tentacle" with something that actually exists in the game.
- Two syllables, punchy, memorable
- "The Tide" works as faction name for enemies
- Void = space + darkness + dimensional horror
- Strong App Store search terms (void, space, tide, shooter)
- Minimal rebrand effort — existing file structure stays
Option 2
RIFT BREACH
com.vivere.riftbreach
The rift has breached Earth's orbital defenses. Player's mission is to hold the breach. Very action-forward, militaristic feel. Works for the tactical upgrade system and pilot hierarchy.
- Extremely action-forward
- "Breach" describes both enemy action and player skill
- Military tone matches Frank's backstory
Option 3
PULSAR SQUAD
com.vivere.pulsarsquad
The player pilots are Pulsar Squad — Earth's last orbital defense unit. "Pulsar" evokes pulsing energy, space, and rhythm. The formation waves pulse toward you like a pulsar's beat.
- Squad = 3 pilots, character-forward
- Pulsar rhythm matches the wave pacing
- Nostalgic without being derivative
Option 4
APEX WING
com.vivere.apexwing
The pilots are Apex Wing — the top fighter squadron. "Apex" signals prestige and skill hierarchy (connects to the tier system). "Wing" is pure aviation/fighter jet DNA.
- Prestige feel — earns the "Tentacle Lord" tier name
- "Wing" evokes formation (both player and enemy)
- Short, clean, works as a brand
Recommendation: Ship as VOID TIDE for v1.0. It requires the least rename work (change strings in version.js and marketing copy), preserves the existing URL (tentacle-tide.pages.dev redirects), and sets up the enemy faction name "The Tide" cleanly for the narrative layer. The tagline writes itself: "They came from nothing. We fight for everything."
PALETTE
Color System
The game's visual identity is built around the void of space as ground, with light sources being the player (cyan), the enemy (pink-purple), and the HUD (gold). Neutral dark blues replace pure black to give depth.
- Cyan — player, player bullets, UI actions, allied elements
- Pink / Purple — Void entities, enemy bullets, boss health bar, danger indicators
- Gold — HUD frame, score, brag multipliers, Legendary tier, achievement unlocks
- Green — status OK, heal, completion, wave clear
- Orange — warnings, HP damage indicators, low-health states
MASCOT
Mascot & Logo Concept
The mascot should be the face of the game across app stores, social media, and marketing. Two strong options:
Option A — "ACE" (Player Ship Persona)
The player's triangular ship anthropomorphized: a sleek cyan triangle with a glowing cockpit eye. Simple enough to work at 16px app icon size, distinctive enough to be recognizable. The mascot IS the player — builds connection.
Option B — "The Warden" (Pilot Vega)
Vega as the face of the game: a helmeted pilot silhouette in cyan, facing a wave of pink crystalline entities. Works as a narrative hook — you want to know who this person is. Harder to render in procedural graphics but works in marketing art.
Logo concept: The game title in monospace all-caps. The "O" in VOID is replaced with a stylized rift symbol (two crescents facing each other with a gap). Below: the player triangle pointing up into a wave of descending pink shapes. This works in one color (app store requirements) and is recognizable at small sizes.
Enemy Mascot — The Warden's Nemesis
The Mothership (Wave 12 boss) should have a distinctive silhouette used in promotional art — a massive crystalline hexagonal construct with glowing pink-purple energy tendrils (actual tentacles — connecting back to the original name as a wink). Working title: The Source.
WORLD
Setting & Lore
The Year: 2087
Earth has maintained relative peace for 60 years following the Unification Accords. Orbital defense grids monitor the solar system's outer edge as a precaution — but no one expects anything. The universe has been quiet.
The Event: Void Rift Day
On March 14, 2087, Earth's orbital sensors detect a gravitational anomaly 400km above the Pacific. Within six hours, the anomaly has grown to 40 kilometers wide. Objects begin emerging: crystalline structures that absorb radio signals. Then they begin to move — in formation.
The Rift
Dr. Mira Rivera names it "The Void Rift" — a tear in spacetime connecting our dimension to a region of absolute emptiness. The entities emerging are not alive in any biological sense. They are patterns. Crystalline computations from a dead cosmos, executing a single instruction: fill the void. Earth is void to them.
Tone
Intense but not hopeless. The pilots believe they can win — and they're right. This is an arcade game: the ending is earned, not inevitable. The atmosphere is urgent, heroic, with flashes of humor (Frank) and wonder (Rivera). Not grimdark. Star Wars, not Aliens.
FACTION
The Tide — Enemy Faction
The enemies collectively are "The Tide" — a term coined by military command to describe the endless wave-like rhythm of their approach. Individually they are classified by behavior, not by anything like culture or will. They have no language, no mercy, and no fear.
Faction Philosophy
The Tide is not evil — it has no intent. It is a process. Like a tide filling a tidal pool, it fills whatever space it finds accessible. Destroying the Architects disrupts the local process, but the Rift remains open. The only true victory is destroying The Source — the command entity that maintains the rift itself.
PILOTS
Pilot Profiles
Three pilots, three playstyles. Chosen at the Character Select screen — each has unique stats, a ship color, 1 Mythic-tier exclusive ability, and pilot-specific dialogue throughout the game.
Former stellar recon pilot. First to contact the Tide — her sensor pod caught the gravitational signature 40 minutes before anyone else. Calm in crisis. Efficient above all. Vega doesn't hate the Tide; she respects the problem. Mythic ability: Phase Cloak — 2-second invincibility dash through enemy formation.
Retired marine, came back when his city was listed in the Tide's approach vector. 4 lives. Slower ship, harder hits. Jokes about bad drops from the spin. Gets serious on wave 8. His daughter records a voicemail at wave 11. Mythic ability: Fury Barrage — 3-second triple-damage burst fire.
Xenophysicist who built the orbital defense grid that's now failing. Volunteered to fly when she realized the grid had a calculation error she introduced. +15% XP, lighter loadout, faster to level. Narrates everything scientifically. Mythic ability: Predictive Algorithm — 5-second auto-aim mode.
ENEMIES
Enemy Types — The Tide
◈
Void Drifter
Formation Unit · Skimmer
Flat crystalline shard. Holds formation position, drifts left-right with the group. Cannot dive. Most numerous unit.
100 pts · 1 HP
◊
Void Lancer
Dive-Bomber · Diver
Elongated crystal. Breaks formation and dives directly at player position. Returns to formation home after dive.
150 pts · 1 HP
⬡
Void Signal
Bonus Target · UFO
Hexagonal beacon entity. Crosses the screen relaying formation commands. Worth significant points. Appears every 18–30 seconds.
500+ pts · 1 HP
▸
Void Flanker
Boss Summon · Wave 8+
Small fast units summoned by Dreadtide during its flanker phase. Attack from the side rather than above. Brief appearance, high reward.
200 pts · 2 HP
BOSSES
Boss Profiles — Void Architects
SCOURGE-4 — Wave 4 Boss
Designation: First Architect. Field commander of the initial Tide wave. Named by military for its ID signature — the fourth pattern detected through the rift. HP: 38. Fire phases: 4. Movement: Left-right sweep, accelerating as HP drops. Single-shot aimed fire in phase 1, 3-shot spread in phases 3–4.
Pilot transmission on death: Vega: "One down. Command, the rift is still open." Frank: "That's for Chicago." Rivera: "Structural integrity zero. Recording pattern data."
DREADTIDE — Wave 8 Boss
Designation: Second Architect. Evolved response to Scourge-4's defeat. Larger, faster, with a flanker-summon phase that forces the player to split attention. HP: 48. Fire phases: 4. Unique mechanic: summons 4 Void Flankers at 50% HP. Cannot be killed until flankers are cleared.
Pilot transmission on death: Vega: "It adapted. The Source knows we're here." Frank: "Come on. COME ON." Rivera: "It flagged our kill pattern. The next one will be different."
THE SOURCE — Wave 12 Final Boss
Designation: Command Entity. The consciousness maintaining the Void Rift itself. Not from the Void — it created the Void. If it falls, the rift closes. HP: 72 (4 visible health bars of 18 each). Fire phases: 6. Each health bar triggers a new phase with new attack patterns. Phase 6 fires in all directions simultaneously.
Victory transmission: All three pilots transmit simultaneously, then silence, then the static of the rift closing. The final screen shows: The Void has retreated. For now.
LOOP
Core Game Loop
- Wave Intro Card — 2-second story text reveal (wave number, pattern name, narrative hook)
- Formation Spawn — Enemies cascade in from above, column by column (Galaga-style entry)
- Combat Phase — Player clears formation. Speed ramp: survivors accelerate as formation thins. Divers break out to attack.
- Wave Clear — All enemies eliminated. Milestone celebrations queue.
- Upgrade Spin — Slot machine reel spins. Rarity determined by weighted random draw. Near-miss effect shows higher rarity before landing. Bonus Spin possible.
- Score Commit — Brag score calculated: raw × accuracy × purist × depth multipliers.
- Next Wave — Repeat with harder pattern, tighter formations, faster enemies.
- Boss Wave — Every 4 waves: formation skipped, Architect spawns with dramatic intro card.
- Victory / Defeat — Wave 12 Boss death triggers victory cinematic. Player death triggers memorial screen + retry option.
WAVES
Wave Breakdown — All 12
1Wave
First Contact
Classic Grid · 30 Drifters · 6 Lancers
"Orbital sensors confirm 36 contacts. This is not a drill." Simple formation. Learn the controls.
2Wave
Formation Two
Staggered Wall · 32 Drifters · 4 Lancers
"They're reorganizing. This is tactical." Offset rows make clear shots harder. Dive frequency increases.
3Wave
The Diamond
Diamond Formation · 28 Drifters · 8 Lancers
"Pattern anomaly — diamond shape. Divers on the outer edge." Dense core, diver-heavy perimeter. Void Signal appears.
4Boss
Architect Encounter
SCOURGE-4 — First Architect · HP 38 · 4 fire phases
"All units: large structure emerging from the rift. It's enormous." Sweep movement, aimed single-shot, 3-shot spread in final phases.
5Wave
After the Architect
Pincer V · 26 Drifters · 10 Lancers · Faster
"The Tide doesn't pause to mourn. Neither do we." Formation spreads into a V — divers on the flanks. Speed ramp hits harder.
6Wave
Cluster Storm
Scatter Cluster · 3 dense groups · Mixed
"They're splitting up. Three contact groups, converging." Priority targeting required. Groups merge if you take too long.
7Wave
The Pressure
Staggered Wall · Max density · 40 enemies
"Rift is expanding. Wave count just went up." Largest normal formation. Speed ramp is brutal if you miss early shots.
8Boss
Adaptive Strike
DREADTIDE — Second Architect · HP 48 · Flanker summon at 50%
"It's different. It's learned from the last one." Summons 4 Void Flankers at half HP. Cannot be damaged until flankers are cleared.
9Wave
Debris Field
Diamond · Enhanced · 2 HP Drifters
"You're flying through what's left of Orbital Platform 7." Enemies now take 2 hits. HP tint shows damage. No return fuel from here.
10Wave
The Last Grid
Classic Grid · Maximum speed · 3 HP Divers
"Command has gone silent. We're proceeding on last orders." Fastest formation movement. Divers survive 3 hits.
11Wave
Final Approach
Pincer V · Elite · All units 2+ HP
"Three waves left, pilot. The rift is right there." Frank receives a voicemail. Rivera calculates odds. Vega is silent.
12FINAL
The Source
THE SOURCE — Command Entity · HP 72 (4 bars) · 6 fire phases
"This is what holds the rift open. Kill it and it closes. No hesitation." Each health bar death triggers a new and more chaotic fire pattern. Phase 6: omnidirectional. Victory triggers cinematic.
STORY
Narrative Arc — Three Acts
Act I — First Contact (Waves 1–3)
Earth's orbital defense detects the Void Rift above the Pacific. Three pilots scramble from different sectors — Vega from a recon mission already in orbit, Frank recalled from retirement, Rivera pulled from her lab in Kyoto. Nobody knows what these formations are. Nobody has a plan beyond: clear them.
The tone is urgent but controlled. The formations are manageable. There is still command contact. There is still hope this is containable.
Act II — Escalation (Waves 4–8)
Scourge-4's defeat confirms these are intelligent, coordinated entities — they adapted their fire pattern after watching the pilots fight. The Tide's waves grow denser and faster. Frank loses a wingman on wave 6. Rivera's models show the rift is expanding, not shrinking. The Second Architect, Dreadtide, is proof the Tide is learning.
Command grows quiet. Ground forces are falling back. The pilots are the only thing between the Tide and populated areas.
Act III — Final Stand (Waves 9–12)
The pilots are out of return fuel. Command has gone offline. They're flying through debris fields of Earth's orbital infrastructure. Frank receives a voicemail from his daughter — she's safe, but evacuating. Rivera calculates: if The Source is destroyed within 40 minutes, the rift collapses before the next wave arrives. Vega doesn't say anything. She just flies.
Ending — Victory
The Source falls. The rift begins to collapse — a slow inward implosion of crystalline light. Each pilot transmits one final line (character-specific). The screen holds on a starfield as the rift closes. Then: the stats screen. Then: the leaderboard. The game is over — until the next run.
Ending — Defeat
A memorial screen: the pilot's callsign, the wave they reached, and one line. Vega: "She made it further than anyone expected." Frank: "He was somebody's dad. He came back anyway." Rivera: "She calculated the odds. She flew anyway."
UPGRADES
Upgrade System — Spin Tiers
Earned once per wave via the Bonus Spin mechanic. Rarity is weighted random — near-miss behavior shows one tier higher before landing. Bonus Spin triggers at 10% base (guaranteed on flawless clear, +5% per HOT tier).
CommonSpeed Burst
+15% movement speed baseline
45%
CommonArmor Plate
+1 max HP (Frank only: +2)
45%
CommonReload Chip
Fire rate +20%
45%
CommonRange Mod
Bullet range +25%
45%
RareTwin Shot
Fire dual projectiles simultaneously
30%
RareShield Matrix
Absorb 1 hit per wave (recharges)
30%
RareLaser Burst
Bullets pierce through 2 enemies
30%
RareRicochet
Bullets bounce once off screen edge
30%
EpicHoming Shot
Bullets seek nearest active enemy
16%
EpicChain Lightning
Bullet arcs to 2 nearby enemies on hit
16%
EpicPhase Dash
Brief invincibility + speed burst on dodge input
16%
LegendaryVoid Cannon
Charge shot clears entire visible row
7%
LegendaryTime Warp
Slow all enemies to 30% speed for 4 seconds
7%
LegendaryOrbital Strike
Call strike that destroys entire top row instantly
7%
MythicPilot Ability (Vega: Phase Cloak)
2-second invincibility dash — pilot-exclusive
2%
MythicPilot Ability (Frank: Fury Barrage)
3-second triple-damage burst — pilot-exclusive
2%
MythicPilot Ability (Rivera: Predictive Algorithm)
5-second full auto-aim — pilot-exclusive
2%
SCORING
Brag Score & Tier System
Brag Score formula: (rawScore + skillPoints) × accuracyMult × puristMult × depthMult
Lighter loadouts earn higher multipliers. Buying every upgrade reduces your Brag Score — skill is rewarded over brute force. This creates natural replay motivation: go further with less.
Tier Ranks
- GRUNT — 0 to 9,999 brag pts. Completed a run. Every pilot earns this.
- SCOUT — 10,000 to 49,999. Cleared most waves. Knows the patterns.
- ACE — 50,000 to 149,999. High accuracy, light loadout. Getting dangerous.
- VANGUARD — 150,000 to 499,999. Purist runs, flawless clears, boss mastery.
- VOID LORD — 500,000+. Theoretical ceiling. Flawless 12-wave run, zero upgrades, max accuracy.
DEPTH
Depth Movement System (Planned v1.1)
The current game is a fixed X-Y plane. The planned depth system adds a Z-axis using Phaser Camera zoom + Container transforms — no engine change required. Three new movement abilities:
- Z-Dive (Q / two-finger swipe) — Camera zooms in 2.5×, formation spreads apart. Player flies through enemy gaps to target rear units. 3-second window before auto-pull-back.
- Lateral Orbit (E / double-tap side) — Camera arcs 90° around the formation flank. Enemies have reduced accuracy against side attacks. 4 seconds, 8-second cooldown.
- Warp-Behind (Limited ability) — 0.3-second black flash, player appears behind formation. Bosses are vulnerable from behind. 5-second window.
Why v1.1 and not now: Depth movement requires formation AI rewrites for all 3 axes. That's 3–4 sessions of work. v1.0 ships with the existing X-Y system — proven and complete. Depth lands as a major feature update after launch, with App Store update marketing built around it.
TECH
Technology Stack
Game Engine
Phaser
3.90.0 (pin — no caret)
Native Wrapper
Capacitor
7.x · appId: com.vivere.voidtide
Deploy
Cloudflare Pages
tentacle-tide.pages.dev
Backend
Supabase
Leaderboard + auth (planned)
Analytics
GA4
VITE_GA4_ID env var
Audio
Web Audio API
Procedural — zero asset files
Graphics
Phaser Graphics
Code-generated — zero sprites
Scene Map
- Boot — Generates all textures, parses rival URL, routes to Menu or autotest
- Menu — Title screen, best brag display, leaderboard link
- CharacterSelect — 3 pilots, jump-start waves, 5-wave demo toggle
- Game — Core loop: 12 waves, formation, bosses, breach detection
- UI — HUD overlay running parallel to Game scene
- SpinScene — Slot machine upgrade reel (replaces UpgradeScene)
- Celebration — Milestone and level-up popup scene
- Pause — Pause overlay: resume, controls, auto-fire toggle
- RunSummary — End-of-run brag score, share, milestones
- Leaderboard — Local + Supabase remote scores
- Cutscene (planned) — Narrative overlay for wave intros and boss encounters
STATUS
Production Roadmap — Current Status
✓ Complete
Foundation
12 waves · 3 pilots · 4 bug fixes · music · particles · HP tint · UFO · deploy pipeline
▶ In Progress
Visual Modernization
Scene crossfades · glow blend · parallax · CRT overlay · cascade entry · wave intro cards · boss HP bar
▶ In Progress
Spin System
SpinScene.js · rarity tiers · near-miss · Bonus Spin · pilot reactions
◎ Next
Story Layer (Fable 5)
Story bible · cutscene scripts · pilot dialogue · boss lore · App Store copy
◎ Planned
Cutscene Engine
CutsceneScene.js · wave intros · boss intros · victory cinematic · game-over sequence
◎ Planned
Competitive Layer
Supabase leaderboard · tier system · daily spin · score share card · rival flow
◷ Future
App Store Submission
v1.0.0 · icons · screenshots · TestFlight · Play Internal Testing
◷ v1.1
Depth Movement
Z-Dive · Lateral Orbit · Warp-Behind · depth-aware AI · spatial audio
REVENUE
Monetization Model
Core principle: The free spin mechanic and the Brag score system are untouchable. No pay-to-win. The premium feel IS the product. Monetization comes from cosmetics and convenience — never from breaking the skill system.
- Launch: Free to play — web version at tentacle-tide.pages.dev with banner ads below canvas (Cloudflare no restrictions). App versions ad-free at launch to earn ratings.
- v1.1: Rewarded ads — AdMob via Capacitor. Continue-after-death: watch a 15-second ad to revive once per run. Player chooses — never forced.
- v1.2: Cosmetic IAP — Ship skin packs ($0.99): different triangle shapes and bullet trail colors per pilot. Does not affect gameplay or Brag score.
- v1.3: Battle Pass (optional) — Seasonal 30-day track. Free tier: cosmetics. Paid tier ($2.99): extra daily spins, bonus pilot dialogue lines. No gameplay advantage.
App Store compliance: All spins are currently free (wave rewards). No odds disclosure required. If paid spins are added in v1.3, Apple guideline 3.1.1 requires showing all item probabilities before purchase. Plan for a disclosure UI at that point.
LOG
Changelog — Session History
2026-07-04
DesignGame rebrand to VOID TIDE · GDD published to Cloudflare Pages at /gdd
2026-07-04
FeatSpin system design — rarity tiers, near-miss behavior, Bonus Spin triggers, pilot reactions
2026-07-04
FeatPsychological engagement framework — 16 hooks mapped to game mechanics
2026-07-04
FeatDepth movement design — Phaser Depth Rail system (Z-Dive, Lateral Orbit, Warp-Behind)
2026-07-05
FixcreateUfoAssets() initialization order — moved after playerBullets defined
2026-07-05
FeatBackground chiptune music with wave BPM scaling · UFO bonus targets · playUfoHit() SFX
2026-07-05
FeatKill particle bursts (color-coded by type) · HP tint system (orange/red) · boss death shake
2026-07-05
FixBoss sweep movement replaces 0.8px sin oscillation · aimed fire on single-shot and 3-shot
2026-07-05
Fixpincer_v pattern rebuilt — was hard-capped at 16 enemies, now scales to full cfg.cols
2026-07-05
FixFormation breach false-trigger on diving enemies — skip diving:true in checkFormationBreach()
2026-07-05
FeatSpeed ramp — formation accelerates sqrt(total/alive), capped 3.0× as survivors thin
2026-07-04
FixPhaser pinned to 3.90.0 (removed caret) — prevents silent breaking updates on next install
2026-07-04
Designindex.html rebrand: title → "Void Tide", meta description → "They came from nothing. We fight for everything."
2026-07-04
FeatCRT scanline overlay — CSS ::after pseudo-element on #game-shell, repeating-linear-gradient, pointer-events:none
2026-07-04
Feat3-layer parallax starfield — 88 stars total (48 far / 28 mid / 12 near), different speeds, alphas, and scales per layer
2026-07-04
FeatWave intro cards — full-screen dramatic overlay (1.5s hold + 350ms fade) before each wave, 12 story lines (WAVE_INTRO_LINES), skipped in autotest mode
2026-07-04
FeatBoss HP bar in UIScene — showBossHp / updateBossHp / hideBossHp events; color shifts at <55% (crimson) and <30% (orange); label flicker on low HP
2026-07-04
FeatCascade entry animation — FormationManager staggers columns dropping from y−380 with Back.easeOut (62ms per column); physics body disabled during tween
2026-07-04
FeatSpinScene — slot machine upgrade picker replaces UpgradeScene; rarity tiers (Common→Mythic); near-miss flash; sequential reveal (700/1380/2060ms); 1/2/3 keyboard shortcuts
2026-07-04
FeatScene camera fades — fadeIn(500ms) at game start; fadeOut(350ms) on run end for smooth transitions
2026-07-04
FeatBullet glow — player bullets use Phaser.BlendModes.ADD for additive blending on WebGL
2026-07-05
DesignGame renamed VOID TIDE · The Warden mascot (procedural 64×64 reticle texture: outer ring, sensor arms, gold core) added to BootScene and MenuScene
2026-07-05
FeatEndless wave ladder — CAMPAIGN_WAVES=9999, FIRST_LOOP_WAVES=12; CoD Zombies-style difficulty ramp; milestone system at waves 12/25/50/100/250/500/1000 with prestige titles
2026-07-05
FeatPercentage-based boss fire phases — getBossFirePhase(hp, maxHp) uses hp/maxHp ratio (65%/40%/20%) so difficulty curve scales correctly for high-wave bosses
2026-07-05
FeatWAVE_INTRO_LINES extended to 50 entries + getWaveIntroLine() procedural fallback for waves beyond 50; milestone briefing events at FIRST_LOOP_WAVES and prestige thresholds
2026-07-05
FeatLandscape fullscreen — game dimensions 480×720 → 960×540; portrait rotate overlay (#rotate-msg) shown via CSS media query; orientation lock + fullscreen API on first touch
2026-07-05
FeatPause menu HOW TO PLAY panel — two-column layout (landscape) / single-column (portrait); controls, formation breach warning, 4 tactics; panel toggle preserves all existing pause buttons