Status: Completed. All five phases have met their exit criteria. Release screenshots are stored in docs/screenshots and embedded in the project README.
Ship a polished landscape Android platformer with a 20-35 minute first playthrough, replayable score targets, six levels, original animated visuals, original music, reliable touch controls, and deterministic game logic that can be tested without Android.
Status: Complete.
- Create the Android project and Git repository.
- Separate pure Kotlin simulation from rendering, input, audio, and persistence.
- Define the game-state model, collision primitives, event stream, and fixed-step clock.
- Add CI-friendly build and Jacoco tasks.
Exit criteria: clean debug build, deterministic engine skeleton, first pushed commit.
Status: Complete.
- Implement acceleration, friction, variable jump height, coyote time, and jump buffering.
- Add solid and one-way platforms, hazards, checkpoints, camera tracking, and respawning.
- Add crystals, growth mooncaps, ember blooms, stompable enemies, projectiles, lives, score, and timer.
- Add touch, keyboard, and controller input plus HUD and pause/restart flows.
Exit criteria: Level 1 is completable and core mechanics have unit tests.
Status: Complete.
- Add six data-driven levels: Dawnwood, Glasswater Grotto, Cloudstep Ruins, Ember Foundry, Mooncap Marsh, and Crownfall Keep.
- Add walkers, flyers, turrets, armored enemies, moving platforms, breakable blocks, lava, water, and a multi-phase boss.
- Add King Rowan, Princess Astra, story cards, level unlocks, checkpoints, best scores, and campaign completion.
Exit criteria: complete start-to-ending campaign with no dead-end levels.
Status: Complete.
- Integrate original title artwork and procedural animated sprites.
- Add parallax biomes, particles, squash-and-stretch, hit flashes, screen shake, and transitions.
- Add an original synthesized chiptune score with per-biome arrangements and sound effects.
- Polish adaptive landscape layout for phones, tablets, and foldables.
Exit criteria: coherent audiovisual identity and readable controls across supported landscape sizes.
Status: Complete.
- Unit-test simulation, collisions, scoring, combat, AI, level validation, and progression.
- Add Compose behavior tests, persistence tests, and an instrumented launch/play smoke test.
- Run unit tests, coverage, debug build, and emulator verification; capture a screenshot.
- Commit and push each phase, then publish the GitHub repository with documentation.
Exit criteria: green build and tests, playable emulator build, public source repository.
- 43 deterministic local tests covering geometry, touch-control alignment, tap and held jump arcs, collisions, terrain-aware enemy travel, breakable blocks, power-ups, scoring, checkpoints, AI, projectiles, three boss phases, level validation, and progression.
- 3 device tests covering level selection, credits/back navigation, and the menu-to-story-to-playable-surface journey.
- Successful
assembleDebug,testDebugUnitTest,connectedDebugAndroidTest, andjacocoTestReportruns. - Emulator-reviewed menu, story transition, gameplay, particles, HUD, controls, and pause flow.
- Five release screenshots committed under
docs/screenshotsand displayed on GitHub.
- Online accounts, multiplayer, ads, analytics, and in-app purchases
- Content copied from existing commercial platformers
- User-generated levels and cloud saves