Overview

The game, its pillars, and how a match flows.

locked

Pitch

Each team owns an enormous demon. The demons duel each other in the central city while the players skirmish around them — fighting enemy players, attacking the enemy demon, and gathering souls to buff their own demon. An unbuffed duel always ends in mutual destruction; souls are the tiebreaker that lets one demon live.

note: game-pitch · updated 2026-10-05

locked

Design pillars

note: design-pillars · updated 2026-10-05

locked

Match flow

1. Skirmish — teams fight over positioning and the first souls while the demons open their duel.

2. Demon duel — the demons fight in the main city, driven toward mutual kill unless soul buffs tip it.

3. Demon fall — one demon dies. Its team permanently loses respawns.

4. The hunt — the surviving demon hunts the remaining enemy players alongside its team. Match ends on team wipe.

Win condition: wipe the enemy team after their demon falls.

Respawns: while your demon stands, dead teammates respawn after a delay (delay length: open). When your demon falls, no more respawns.

note: match-flow · updated 2026-10-05

decided

Prompting doctrine

Compose prompts FROM the structured fields in the notes — never from memory or imagination.

Image prompt recipe: visual_identity + silhouette + palette (as material colors) + distinct features + visual_not (as negative prompt) + 'game character concept art, bold clean shapes, front view, neutral background'.

Design prompt recipe: role + kit attacks/mechanics + match-flow context. Never lock open questions in a prompt — check the open list first.

note: prompting · updated 2026-10-05