# 🎯 KICKSTARTER DEMO - "DOPAMINE BOMB" PRODUCTION PLAN **Goal:** 15-minute polished vertical slice that screams "FUND THIS!" **Budget:** €168 (14,000 slik) - ampak demo rabi samo ~€40-60 (3,000-5,000 slik) **Timeline:** 3-5 dni full production **Art Style:** **Style 33** (Cult of the Lamb) za entities, **Style 30** (Garden Story) za vegetation --- ## 🎬 DEMO FLOW (15 minut): ### **ACT 1: Wake Up (2 min)** 1. **Cutscene:** Kai zbudi na kmetiji (sunrise fade-in) 2. **Tutorial prompt:** "WASD to move" 3. **First quest:** "Check your crops" ### **ACT 2: Farm Life (5 min)** 4. **Plant tutorial:** Posadi ganjo seed 5. **Watering can:** Zalij 6. **Growth animation:** Time-lapse (3 stages β†’ mature) 7. **Harvest:** E to interact 8. **Crafting:** Odpri workbench β†’ craft metal pipe 9. **First NPC:** Gronk pojavi: "YO BRO, zombiji so blizu!" ### **ACT 3: First Combat (3 min)** 10. **Zombie encounter:** 2Γ— Zombie Policist (Style 33) 11. **Combat tutorial:** Click to attack 12. **Victory:** Loot drop (pipe upgrade) 13. **Level up effect:** Dopamine++ πŸŽ‰ ### **ACT 4: Dino Valley Teaser (3 min)** 14. **Gronk:** "HočeΕ‘ videti nekaj hudega?" 15. **Transition:** Walk to Dino Valley border 16. **Environment shift:** Volcanic terrain, prehistoric vegetation 17. **Raptor sighting:** V ozadju teče Raptor (ne napada) 18. **Discovery:** Find Ana's Diary (quest item) ### **ACT 5: Story Hook (2 min)** 19. **Cutscene:** Kai bere dnevnik 20. **Flashback visual:** Photo of Ana (before zombie apocalypse) 21. **Text:** "Ana je ΕΎiva... nekje v Dino Valley..." 22. **END SCREEN:** "To Be Continued... FUND US ON KICKSTARTER!" 23. **Credits roll** s teaser slikami drugih biomov --- ## 🎨 ASSET PRODUCTION LIST (Priority Order): ### **πŸ”΄ TIER 1: CORE ANIMATIONS (€30 / 2,500 frames)** #### **A. KAI (Main Character) - 1,200 frames** **1. Idle Animation (4 directions Γ— 6 frames = 24)** - Frame 1: Standing, breathing in - Frame 2-3: Slight chest rise, dreadlocks sway RIGHT - Frame 4: Peak breath - Frame 5-6: Exhale, dreadlocks sway LEFT - Repeat loop - **Style:** Cult of the Lamb (Style 33), 4-5px outlines, NO pupils (white eyes), pastel + gothic **2. Walk Cycle (4 directions Γ— 8 frames = 32)** - Frame 1: Contact (left foot forward) - Frame 2: Down (weight shift) - Frame 3: Passing (legs cross) - Frame 4: Up (right foot forward, slight hop) - Frame 5-8: Mirror for other leg - **Dreadlocks:** Bounce UP nΓ€r Kai e u zraku, DOWN nΓ€r kontakt z zemljo - **Style:** Same, thick outlines, motion lines za speed **3. Run Cycle (4 directions Γ— 8 frames = 32)** - Podobno kao walk ampak: - Večji hop (viΕ‘e u zraku) - Dreadlocks flying MORE - Motion blur trails **4. Tool Actions (4 directions Γ— 6 frames Γ— 3 tools = 72)** **Axe Swing:** - Frame 1: Wind-up (axe behind) - Frame 2-3: Swing arc (motion blur) - Frame 4: Impact (pause frame) - Frame 5-6: Recovery - **VFX:** Wood chips fly (separate layer) **Pickaxe Mining:** - Frame 1: Raise pickaxe - Frame 2-3: Downward strike - Frame 4: Impact (screen shake cue) - Frame 5-6: Pull back - **VFX:** Rock shards (separate) **Hoe Tilling:** - Frame 1-2: Raise hoe - Frame 3-4: Strike ground - Frame 5-6: Drag back - **VFX:** Dirt clumps **5. Combat (4 directions Γ— 8 frames Γ— 2 attacks = 64)** **Pipe Swing (basic):** - Frame 1: Ready stance - Frame 2-3: Wind-up - Frame 4-5: SWING (motion blur) - Frame 6: Impact frame (pause) - Frame 7-8: Follow-through - **VFX:** Slash effect (separate layer) **Pipe BONK (critical hit):** - Frame 1-2: Overhead wind-up - Frame 3-4: Jump UP (Kai leaves ground!) - Frame 5-6: SMASH DOWN - Frame 7-8: Landing + shockwave - **VFX:** Impact circles, stars **6. Interaction (4 dir Γ— 4 frames = 16)** - Frame 1: Reach hand out - Frame 2: Grab motion - Frame 3: Pull back - Frame 4: Hold item - **Used for:** Picking crops, opening chests, petting Susi **7. Planting (top-down view Γ— 6 frames = 6)** - Frame 1: Kneel down - Frame 2-3: Dig small hole - Frame 4: Place seed - Frame 5-6: Cover with dirt - **Style:** Cute chibi squat pose **8. Watering (top-down Γ— 5 frames = 5)** - Frame 1: Hold watering can - Frame 2-3: Tilt can - Frame 4-5: Water streams out (VFX) - **VFX:** Water droplets (particle effect) **9. Hurt/Death (4 dir Γ— 6 = 24)** - **Hurt:** Flash red, stagger back (3 frames) - **Death:** Fall down, X_X eyes (3 frames) **10. Emotes (front-facing only Γ— 6 each = 30)** - Happy: Jump + fist pump - Sad: Slouch, look down - Surprised: Jump back, hands up - Thinking: Hand on chin - Vape: Gronk influence 😏 **11. Portrait (Dialogue) - 5 emotions = 5** - Neutral, Happy, Sad, Angry, Surprised - **Style:** Close-up face, Style 33, thick outlines **KAI SUBTOTAL:** ~310 unique frames + mirrors = **620 assets** --- #### **B. GRONK (Companion) - 400 frames** **1. Idle (4 dir Γ— 6 frames = 24)** - Frame 1-3: Breathing, tattoos pulse slightly - Frame 4-6: Vape exhale (smoke puff VFX) - **Piercings/gauges:** Subtle shine effect **2. Walk (4 dir Γ— 8 frames = 32)** - Similar to Kai ampak: - Heavier footsteps (more ground contact frames) - Tribal clothing sways - Vape in hand (always) **3. Combat Idle (standing guard Γ— 6 = 6)** - Ready stance, rotating bone club - Protective posture (shield Kai) **4. Attack (4 dir Γ— 6 frames = 24)** - Bone club swing - Slower than Kai ampak STRONGER impact - **VFX:** Bigger slash effect **5. Special: Vape Cloud (Γ— 8 frames = 8)** - Gronk exhales HUGE cloud - Smoke VFX spreads - Enemies SLOW in cloud (gameplay mechanic!) **6. Emotes (Γ— 5 = 5)** - Thumbs up, Laugh, Protective stance **7. Portrait (Γ— 5 emotions = 5)** **GRONK SUBTOTAL:** ~100 unique + mirrors = **200 assets** --- #### **C. SUSI (Baby Dinosaur) - 200 frames** **1. Idle (Γ— 6 = 6)** - Cute chibi hop in place - Tail wag - BIG empty eyes (Style 33) **2. Walk/Follow (Γ— 8 = 8)** - Tiny rapid steps (kawaii overload) - Always slightly behind Kai **3. Happy (Γ— 6 = 6)** - Spin in circle - Hearts float up (VFX) **4. Eating (Γ— 6 = 6)** - Kai feeds, Susi chomps - Satisfied wiggle **SUSI SUBTOTAL:** **26 assets** --- #### **D. ZOMBIES (Enemies) - 500 frames** **1. Zombie Policist (Style 33) Γ— 2 variants** **Idle (4 dir Γ— 6 frames = 24):** - Shambling sway - Arms hanging - Empty white eyes (NO pupils!) - Dried blood (pastel red, gothic) **Walk (4 dir Γ— 8 = 32):** - Slow drag - One leg drags behind - Moaning pose (mouth open) **Attack (4 dir Γ— 8 = 32):** - Lunge forward - Bite animation - Grab attempt **Hurt (Γ— 4 = 4):** - Flash, stagger **Death (Γ— 6 = 6):** - Fall apart (comedy gore) - X_X eyes - Body fades (transparency frames 100% β†’ 0%) **Per zombie:** 98 frames Γ— 2 variants = **196 assets** **2. Zombie Runner (faster variant)** - Same struktura, different poses (faster frames) - **100 assets** **ZOMBIE SUBTOTAL:** **296 assets** --- #### **E. NPC: FARMER (Tutorial) - 100 frames** **Idle (Γ— 6 = 6):** - Old man, leaning on hoe - Gentle breathing **Talk gesture (Γ— 4 = 4):** - Waves hand while explaining **Portrait (Γ— 3 emotions = 3):** - Friendly, Wise, Concerned **NPC SUBTOTAL:** **13 assets** --- ### **TIER 1 ANIMATION TOTAL:** ~1,351 unique frames + mirrors + variations = **~2,500 assets** **Cost:** 2,500 Γ— €0.012 = **€30** βœ… --- ## 🌿 TIER 2: ENVIRONMENT & VEGETATION (€15 / 1,250 assets) ### **A. FARM TERRAIN (Seamless Tiles)** **1. Grass Tiles (Style 30 - Cozy)** - Base grass (16 variants for seamless tiling) - 4 corner pieces - 4 edge pieces - 4 center variants (small flowers, pebbles) - **Animated:** Gentle wind sway (3 frames) - **Total:** 16 Γ— 3 = **48 assets** **2. Dirt Path** - Same system (16 + corners + edges) - **Total:** **48 assets** **3. Plowed Soil (for crops)** - Dark tilled earth (8 variants) - **Total:** **8 assets** **4. Water Tiles (pond/river)** - Animated ripples (8 frames loop) - Edge transitions (8 pieces) - **Total:** 8 + 8 = **16 assets** **TERRAIN SUBTOTAL:** **120 assets** --- ### **B. CROPS (Growth Stages)** **Ganja Plant (Demo showcase):** - **Stage 1:** Seed in ground (tiny sprout) - **Stage 2:** Small plant (2 leaves) - **Stage 3:** Growing (4 leaves, getting bushy) - **Stage 4:** Mature (full plant, ready to harvest) - **Harvest effect:** Puff of smoke + sparkles (4 frames) - **Style:** Style 30 (cozy botanical) - **Total per crop:** 4 + 4 = **8 assets** **Other crops (tomato, wheat, carrot Γ— 3):** - Same struktura - **Total:** 3 Γ— 8 = **24 assets** **CROPS SUBTOTAL:** **32 assets** --- ### **C. VEGETATION (Decorative)** **Trees (Style 30):** 1. Oak tree (4 seasons) = **4 assets** 2. Pine tree (2 variants) = **2 assets** 3. Fruit tree (apple, 3 stages: flowering, fruit, bare) = **3 assets** **Bushes:** - Berry bush (2 variants) - Decorative shrub (3 variants) - **Total:** **5 assets** **Flowers (Style 30 clusters):** - Wildflower patches (6 colors) = **6 assets** **Rocks/Stumps (obstacles):** - Stone (3 sizes) = **3 assets** - Tree stump (2 variants) = **2 assets** **VEGETATION SUBTOTAL:** **25 assets** --- ### **D. DINO VALLEY TERRAIN (Teaser Zone)** **Volcanic Ground:** - Dark rock tile (seamless 16 variants) = **16 assets** - Lava cracks (glowing orange, 4 frames animated) = **4 assets** **Prehistoric Plants (Style 30):** - Giant fern (3 variants) = **3 assets** - Cycad palm (2) = **2 assets** - Moss patches (4) = **4 assets** **Props:** - Dinosaur skull (T-Rex) = **1 asset** (already done βœ…) - Bones scattered = **1 asset** (done βœ…) - Tar pit (bubbling, 6 frames) = **6 assets** **DINO VALLEY SUBTOTAL:** **36 assets** --- ### **E. FARM BUILDINGS (Exteriors)** **Farmhouse:** - Front view (main entrance) - Door (open/closed = 2 states) - Windows (lit/dark for day/night) - **Total:** **4 assets** **Barn:** - Front view - Door (open/closed) - **Total:** **2 assets** **Workbench (Crafting Station):** - Outdoor crafting table - Interactive glow (when near) - **Total:** **2 assets** **Fence (for boundaries):** - Horizontal/Vertical pieces (8) - Corner pieces (4) - Gate (2: open/closed) - **Total:** **14 assets** **BUILDINGS SUBTOTAL:** **22 assets** --- **TIER 2 ENVIRONMENT TOTAL:** **235 assets** **Cost:** 235 Γ— €0.012 = **€2.82** βœ… --- ## βš”οΈ TIER 3: ITEMS & UI (€10 / 850 assets) ### **A. WEAPONS (Inventory Icons + Equipped Sprites)** **1. Metal Pipe (starter weapon):** - **Inventory icon:** Top-down view, Style 33 - **Equipped:** Kai holding (integrated in combat animations) βœ… - **Dropped:** Floor sprite (when zombie drops) - **Total:** **2 assets** (icon + floor) **2. Upgraded Pipe (with nails):** - Same system - **Total:** **2 assets** **3. Axe, Pickaxe, Hoe (tools):** - Icons (3) + floor sprites (3) - **Total:** **6 assets** **WEAPONS SUBTOTAL:** **10 assets** --- ### **B. CONSUMABLES** **1. Ganja (harvested):** - Icon + floor drop - **Total:** **2 assets** **2. Health item (medkit):** - Icon + floor + use animation (sparkles 4 frames) - **Total:** **6 assets** **3. Food (bread, water):** - Icons (2) - **Total:** **2 assets** **CONSUMABLES SUBTOTAL:** **10 assets** --- ### **C. QUEST ITEMS** **Ana's Diary:** - **Icon:** Worn journal, Style 33 - **Close-up:** Readable page (cutscene) - **Glow:** Pickup effect (6 frames) - **Total:** **8 assets** **Photo (Flashback):** - Family photo (Kai + Ana before apocalypse) - **Total:** **1 asset** **QUEST ITEMS SUBTOTAL:** **9 assets** --- ### **D. UI ELEMENTS** **HUD:** - Health bar (empty, full, frames between = 10) - Stamina bar (same = 10) - Hunger bar (same = 10) - Quick slots (8 background frames) - Selected slot highlight (1) - **Total:** **39 assets** **Inventory Screen:** - Background panel (1) - Slot grid (1) - Category tabs (4: weapons, tools, consumables, quest) - Sort button (1) - **Total:** **7 assets** **Dialogue Box:** - Background (3 variants: normal, important, tutorial) - Name plate (1) - Continue arrow (animated 3 frames) - **Total:** **7 assets** **Tutorial Prompts:** - "WASD to move" (1) - "E to interact" (1) - "Click to attack" (1) - "Open Inventory (I)" (1) - **Total:** **4 assets** **Buttons:** - Normal, Hover, Pressed states (3) - **Total:** **3 assets** **UI SUBTOTAL:** **60 assets** --- ### **E. VFX (Particles & Effects)** **Combat:** - Slash effect (Style 33, 6 frames) = **6 assets** - Impact stars (4 frames) = **4 assets** - Critical hit (BONK text + shockwave, 8 frames) = **8 assets** - Blood splatter (pastel red, 3 variants) = **3 assets** **Environmental:** - Dust cloud (walking, 4 frames) = **4 assets** - Water splash (watering can, 6 frames) = **6 assets** - Sparkles (item pickup, 6 frames) = **6 assets** - Smoke puff (Gronk vape, 8 frames) = **8 assets** **Level Up:** - Golden shine (12 frames big animation) = **12 assets** - "+1 LEVEL" text popup (3 frames) = **3 assets** **VFX SUBTOTAL:** **60 assets** --- **TIER 3 ITEMS & UI TOTAL:** **149 assets** **Cost:** 149 Γ— €0.012 = **€1.79** βœ… --- ## 🎼 TIER 4: POLISH & EXTRA (€5 / 400 assets) ### **A. CUTSCENE ASSETS** **Opening (Wake up):** - Sunrise gradient overlay (6 frames fade) = **6 assets** - Bedroom interior (simple, top-down) = **1 asset** - Bed (Kai sleeping β†’ waking, 4 frames) = **4 assets** **Diary Reading:** - Diary pages (3 readable pages) = **3 assets** - Flashback filter (sepia overlay) = **1 asset** - Photo zoom (3 frames) = **3 assets** **Ending Screen:** - "To Be Continued" text (fancy Style 33 font) = **1 asset** - Kickstarter logo (in-game Easter egg) = **1 asset** - Teaser montage (6 images from other biomes) = **6 assets** **CUTSCENE SUBTOTAL:** **25 assets** --- ### **B. RAPTOR (Teaser - Non-interactive)** **Background Raptor (running animation):** - Side view (4 frames run cycle) - Silhouette (distance, low detail OK) - **Style:** Still Style 33 outlines - **Total:** **4 assets** --- ### **C. SOUND VISUAL CUES (Accessibility)** **Footstep indicators (4 directions):** **4 assets** **Zombie growl (4 directions):** **4 assets** **Gunshot (future teaser, 1):** **1 asset** **SOUND CUES SUBTOTAL:** **9 assets** --- ### **D. EXTRA EMOTES & IDLES** **Kai idle variations:** - Scratching head (4 frames) = **4 assets** - Looking around (6 frames) = **6 assets** - Yawning (5 frames) = **5 assets** **Gronk bonus:** - Checking vape (4 frames) = **4 assets** - Stretching (5 frames) = **5 assets** **EXTRA SUBTOTAL:** **24 assets** --- **TIER 4 POLISH TOTAL:** **62 assets** **Cost:** 62 Γ— €0.012 = **€0.74** βœ… --- ## πŸ“Š GRAND DEMO TOTAL: | Tier | Category | Assets | Cost | |------|----------|--------|------| | πŸ”΄ T1 | Animations | 2,500 | €30.00 | | 🟑 T2 | Environment | 235 | €2.82 | | 🟒 T3 | Items & UI | 149 | €1.79 | | πŸ”΅ T4 | Polish | 62 | €0.74 | | **TOTAL** | | **2,946** | **€35.35** | **Budget remaining po demu:** €1,117 - €35 = **€1,082** πŸŽ‰ --- ## πŸ—‚οΈ SPRITESHEET ORGANIZATION: ### **Folder Structure:** ``` demo/ β”œβ”€β”€ spritesheets/ β”‚ β”œβ”€β”€ characters/ β”‚ β”‚ β”œβ”€β”€ kai_idle_4dir.png (24 frames, 6Γ—4 grid) β”‚ β”‚ β”œβ”€β”€ kai_walk_4dir.png (32 frames, 8Γ—4 grid) β”‚ β”‚ β”œβ”€β”€ kai_run_4dir.png (32 frames, 8Γ—4 grid) β”‚ β”‚ β”œβ”€β”€ kai_combat_pipe.png (32 frames) β”‚ β”‚ β”œβ”€β”€ kai_tools_axe.png (24 frames) β”‚ β”‚ β”œβ”€β”€ kai_tools_pickaxe.png (24 frames) β”‚ β”‚ β”œβ”€β”€ kai_tools_hoe.png (24 frames) β”‚ β”‚ β”œβ”€β”€ kai_interact.png (16 frames) β”‚ β”‚ β”œβ”€β”€ kai_emotes.png (30 frames) β”‚ β”‚ β”œβ”€β”€ kai_portraits.png (5 emotions, 1 row) β”‚ β”‚ β”œβ”€β”€ gronk_idle.png β”‚ β”‚ β”œβ”€β”€ gronk_walk.png β”‚ β”‚ β”œβ”€β”€ gronk_combat.png β”‚ β”‚ β”œβ”€β”€ gronk_vape.png β”‚ β”‚ β”œβ”€β”€ gronk_portraits.png β”‚ β”‚ β”œβ”€β”€ susi_all.png (all Susi animations in one) β”‚ β”œβ”€β”€ enemies/ β”‚ β”‚ β”œβ”€β”€ zombie_policist_A.png (all animations) β”‚ β”‚ β”œβ”€β”€ zombie_policist_B.png β”‚ β”‚ β”œβ”€β”€ zombie_runner.png β”‚ β”œβ”€β”€ environment/ β”‚ β”‚ β”œβ”€β”€ tileset_farm_grass.png (all grass variants) β”‚ β”‚ β”œβ”€β”€ tileset_farm_dirt.png β”‚ β”‚ β”œβ”€β”€ tileset_farm_water.png (animated) β”‚ β”‚ β”œβ”€β”€ tileset_dino_volcanic.png β”‚ β”‚ β”œβ”€β”€ vegetation_trees.png β”‚ β”‚ β”œβ”€β”€ vegetation_bushes.png β”‚ β”‚ β”œβ”€β”€ crops_growth.png (all crops, all stages) β”‚ β”œβ”€β”€ items/ β”‚ β”‚ β”œβ”€β”€ weapons_icons.png β”‚ β”‚ β”œβ”€β”€ tools_icons.png β”‚ β”‚ β”œβ”€β”€ consumables_icons.png β”‚ β”‚ β”œβ”€β”€ quest_items.png β”‚ β”œβ”€β”€ ui/ β”‚ β”‚ β”œβ”€β”€ hud_bars.png β”‚ β”‚ β”œβ”€β”€ inventory_panels.png β”‚ β”‚ β”œβ”€β”€ dialogue_boxes.png β”‚ β”‚ β”œβ”€β”€ buttons.png β”‚ β”‚ β”œβ”€β”€ tutorial_prompts.png β”‚ β”œβ”€β”€ vfx/ β”‚ β”‚ β”œβ”€β”€ combat_effects.png (slashes, impacts, etc) β”‚ β”‚ β”œβ”€β”€ particles.png (sparkles, dust, water) β”‚ β”‚ β”œβ”€β”€ levelup.png β”‚ β”œβ”€β”€ cutscenes/ β”‚ β”œβ”€β”€ opening_bedroom.png β”‚ β”œβ”€β”€ diary_pages.png β”‚ β”œβ”€β”€ ending_screens.png β”œβ”€β”€ atlas/ β”‚ └── demo_master_atlas.png (optional: all combined) └── metadata/ └── spritesheet_definitions.json (frame sizes, positions) ``` --- ## πŸ› οΈ PHASER 3 SETUP (Technical): ### **Loading Spritesheets:** ```javascript // In preload() this.load.spritesheet('kai_idle', 'demo/spritesheets/characters/kai_idle_4dir.png', { frameWidth: 64, // Adjust based on your sprite size frameHeight: 64, endFrame: 23 // 24 frames total (0-23) }); this.load.spritesheet('kai_walk', 'demo/spritesheets/characters/kai_walk_4dir.png', { frameWidth: 64, frameHeight: 64, endFrame: 31 // 32 frames }); // Repeat za vse ostale... ``` ### **Creating Animations:** ```javascript // In create() this.anims.create({ key: 'kai-idle-down', frames: this.anims.generateFrameNumbers('kai_idle', { start: 0, end: 5 }), // First 6 frames = DOWN direction frameRate: 6, repeat: -1 // Loop forever }); this.anims.create({ key: 'kai-idle-up', frames: this.anims.generateFrameNumbers('kai_idle', { start: 6, end: 11 }), // Next 6 = UP frameRate: 6, repeat: -1 }); this.anims.create({ key: 'kai-idle-left', frames: this.anims.generateFrameNumbers('kai_idle', { start: 12, end: 17 }), // LEFT frameRate: 6, repeat: -1 }); this.anims.create({ key: 'kai-idle-right', frames: this.anims.generateFrameNumbers('kai_idle', { start: 18, end: 23 }), // RIGHT frameRate: 6, repeat: -1 }); // Walk animations this.anims.create({ key: 'kai-walk-down', frames: this.anims.generateFrameNumbers('kai_walk', { start: 0, end: 7 }), frameRate: 10, repeat: -1 }); // ... ostale directione // Combat this.anims.create({ key: 'kai-attack-pipe', frames: this.anims.generateFrameNumbers('kai_combat_pipe', { start: 0, end: 7 }), frameRate: 12, repeat: 0 // Play once }); ``` --- ## ⏱️ PRODUCTION TIMELINE: ### **DAY 1: CHARACTER ANIMATIONS (€30)** - Morning: Kai idle, walk, run (300 slik) - Afternoon: Kai tools & combat (400 slik) - Evening: Gronk + Susi (226 slik) - Night: Zombies (296 slik) - **Total Day 1:** 1,222 slik ### **DAY 2: ENVIRONMENT (€10)** - Morning: Terrain tiles seamless (120 slik) - Afternoon: Crops, vegetation (57 slik) - Evening: Buildings, Dino Valley teaser (58 slik) - **Total Day 2:** 235 slik ### **DAY 3: ITEMS, UI, VFX (€10)** - Morning: All items (29 slik) - Afternoon: UI elements (60 slik) - Evening: VFX (60 slik) - **Total Day 3:** 149 slik ### **DAY 4: POLISH & CUTSCENES (€5)** - Morning: Cutscene assets (25 slik) - Afternoon: Sound cues, extras (38 slik) - Evening: QA check, fix any issues - **Total Day 4:** 62 slik ### **DAY 5: INTEGRATION & TESTING** - Morning: Organize spritesheets - Afternoon: Phaser 3 integration - Evening: Playtest, polish, record trailer footage --- ## βœ… FINAL CHECKLIST: **Before you start production:** - [ ] Confirm Style 33 (NOT Style 32!) za entities - [ ] Confirm Style 30 za vegetation - [ ] Test 1 full character animation set (Kai idle) to verify quality - [ ] Prepare folder structure - [ ] Set up Phaser 3 demo project shell **During production:** - [ ] Generate in batches (250 slik per session) - [ ] Organize into spritesheets immediately - [ ] Test animations in Phaser as you go - [ ] Git commit every 500 slik **After demo complete:** - [ ] Record gameplay footage (15 min) - [ ] Create trailer (2-3 min highlight reel) - [ ] Screenshot gallery (10-15 shots) - [ ] Kickstarter page draft - [ ] Press kit (bio, art, GIFs) --- ## πŸŽ‰ SUCCESS CRITERIA: **DOPAMINE TRIGGERS:** βœ… Smooth animations (60 FPS feel) βœ… Satisfying combat (impact freeze frames) βœ… Growth time-lapse (farming payoff) βœ… Level up effect (big celebration) βœ… Dinosaur teaser (WTF moment) βœ… Story hook ("WHERE IS ANA?!") **POLISH MARKERS:** βœ… No green edges (chroma clean) βœ… Seamless tiles (no visible grid) βœ… Consistent style (Style 33/30 throughout) βœ… Readable UI (fonts, icons clear) βœ… Sound visual cues (accessibility) **KICKSTARTER READY:** βœ… 15-min playable vertical slice βœ… Trailer-ready footage βœ… Screenshot gallery βœ… Style consistency 100% βœ… "I WANT MORE!" feeling at end --- **Ready to start production?** πŸš€ **Budget: €35 / Timeline: 5 days / Result: FUNDABLE DEMO** βœ