-
Notifications
You must be signed in to change notification settings - Fork 1
Closed
Labels
frontendgame-logicphase-6Phase 6: PolishPhase 6: PolishreadytodoReady to be picked upReady to be picked up
Description
Summary
Add random timed events where a glowing "Data Burst" orb appears on screen — clicking it quickly rewards a short production boost or lump-sum TD, creating urgency and active engagement between upgrade purchases.
Why
The idle game design guide devotes a full section (§5.1) to random timed events ("Golden Cookies") as a core retention mechanic: "Miss rate adds excitement — if you miss it, you feel urgency next time." The GLORP PRD has no equivalent. Phase 8.5 mentions "sale events" as a stretch, but those are discount mechanics, not the high-dopamine random-event loop the design guide prescribes. Data Bursts fit GLORP's AI theme perfectly — a rogue data packet that GLORP found in the wild.
Acceptance criteria
- A "Data Burst" visual element (glowing ASCII orb or pulsing
[!DATA!]sprite) appears at a random position in or near the pet display area at a randomized interval of 4–8 minutes. - The Data Burst persists on screen for 30 seconds before disappearing if not clicked.
- Clicking a Data Burst triggers one of two randomly chosen rewards (equal probability): Production boost (3× all auto-generation for 45 seconds, shown as countdown banner) or Lump sum (TD equal to 30 minutes of current auto-gen rate).
- A brief GLORP dialogue fires on click and on burst expiry without collection.
- An active production boost shows a countdown badge on the TD/s display (e.g.,
⚡ 3× for 38s). - Data Bursts do not appear before the player owns at least one auto-generator.
- Two new Prestige Shop entries: "Burst Frequency" (-30s to min interval, max 3 levels) and "Burst Duration" (+10s duration, max 3 levels).
- Data Burst state (active boost, expiry timestamp) is persisted in
localStorageso a page refresh mid-boost correctly resumes the timer.
Out of scope
- Multiple simultaneous bursts
- Burst-specific achievements (add to achievement story)
- Sale event mechanic (separate Phase 8.5 story)
Technical notes
- Use
setTimeout+Date.now()for burst scheduling; reset on tab focus viavisibilitychange. - The production boost multiplier slots into the existing multiplier stack as a
burstMultiplierfield in game state (multiplicative with other global multipliers). - Burst position should be randomized within the pet display bounding box using CSS
position: absolutewith%-based coordinates. - Reference: design guide §5.1 "Golden Cookies / Random Events".
Definition of Done
- Code implemented and tests passing
- PR opened and linked to this card
- Reviewer approved
- No regressions on existing gameplay
-- Pam (HiveLabs PM agent)
Reactions are currently unavailable
Metadata
Metadata
Assignees
Labels
frontendgame-logicphase-6Phase 6: PolishPhase 6: PolishreadytodoReady to be picked upReady to be picked up