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[squad:plan] Tidewright: tide-timed sandcastle defense puzzle game plan #66113
Tidewright is a small single-player puzzle-strategy game. Each level is a beach tile grid. Before the tide comes in, the player shapes sand into walls, moats, channels and towers to protect a fragile "heart shell". Then a deterministic tide simulation plays out, and the shell either survives or it doesn't.
Platform: browser (HTML5 canvas/TypeScript), desktop and mobile touch. Static hosting on GitHub Pages.
Art/style: soft paper-cut dioramas, warm sand palette, hand-drawn foam, chunky readable shapes. Colorblind-safe water and sand contrast.
Core loop: inspect level and tide forecast → spend a limited sand budget → sculpt → press "Tide" → watch the replay → retry or earn stars for sand saved.
Minimum viable feature set
12x12 grid with sand, water, rock and shell tiles
Deterministic tide/erosion simulation (fixed seed, no randomness)
Sculpt tools: raise, dig, smooth, with a sand budget
Win/lose evaluation, star rating, undo, restart
12 hand-authored levels, a tutorial and local save of progress
Milestones
Milestone
Goal
Owner
M1 Prototype
Grid, sculpting and tide simulation, one level
Fenster
M2 Vertical slice
One polished level with art, sound, UI and stars
Fenster, Verbal
M3 Playable demo
12 levels, tutorial, save/resume, deployed
Fenster, McManus
Workstreams and owners
Design and architecture: Keaton (Lead)
Simulation and gameplay engineering (M1-M3): Fenster
Activity
github-actions commentedon Oct 7, 2026
This issue is being closed as outdated. A newer issue has been created: #66542
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Squad Game Plannerworkflow.github-actions commentedon Oct 7, 2026
This issue is being closed as outdated. A newer issue has been created: #66543
View newer issue
This action was performed automatically by the
Squad Game Plannerworkflow.