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This page tracks the first public release pass for Emoji Card Collector. Keep framework-level work in Release Sprint Plan and reusable APIs; this page is for game-specific release readiness.
Release Goal
Ship Emoji Card Collector as a small, complete card-battler demo that proves the framework's card, pack, shop, inventory, battle, collection, achievements, save, menu, theme, input, audio, and build-profile systems are ready for reuse.
Current Build Status
- The
emoji_card_collector build profile is seeded and marked single_game_ready.
- Main-branch CI now includes
emoji_card_collector in the active downloadable Linux/Windows build matrix.
- Itch deployment remains disabled for this game until an itch page/target is created and
metadata.itch_target, metadata.itch_channel, metadata.itch_url, and metadata.publish_to_itch are added to data/build_profiles/emoji_card_collector.json.
all_demos web remains hosted through GitLab Pages, so the card game can still be played from the multi-game launcher.
Must-Have Validation
- Start menu routes into the Card Game submenu and back without trapping focus.
- Continue/new-save flow works for all three save slots.
- Shop shows packs and 3-5 singles, highlights the selected purchase, confirms buys, and reports total sell value for opened packs.
- Base rescue pack appears when the player has no cards and no money.
- Inventory list is stable, sortable, mobile-scrollable, and keeps text sizing consistent after selection.
- Selling acts only on the selected/currently confirmed card and respects locks.
- Merging protects locked/favorite cards, previews comparisons, and combines levels correctly up to the +5 cap.
- Battle selection locks the active card during a fight, shows both card names and icons, clears old battle history between fights, and records rewards/losses at fight end.
- Raid mode runs three escalating fights with clear results and rewards.
- Collection screen shows unknown/discovered/owned/current-deck states.
- Achievements unlock globally and remain visible after starting a new save.
- Controller, keyboard, and touch navigation work in shop, inventory, battle, collection, settings, achievements, and save-slot screens.
Polish Targets
- Review card/pack balance so rare, epic, and legendary cards feel exciting rather than routine.
- Add or verify SFX for purchase, sell, merge, battle roll, card death, win, loss, and achievement unlock.
- Confirm all card and pack artwork resolves through game-local sprite maps and shared sprite caches.
- Add a compact help/info page explaining packs, singles, locks, merging, battles, raids, and permanent card death.
- Review mobile browser layouts with medium and large text.
Framework Touchpoints
cardInventoryAdapter should remain the owner of card row filtering, sorting, selected-state metadata, stat highlighting, and sell values.
inventoryList should remain the reusable table renderer for inventory and fight-pick lists.
battleSequenceManager should remain the source of standard/raid sequencing.
resultsScreenController.show_popup(...) should be used for future battle or raid result dialogs when the current scene-local result text is migrated.
statsManager owns global achievement persistence and event-based unlocks.
Deferred Until After First Release
- Itch deployment for the card game.
- Full card-art replacement for every generated emoji card.
- Deeper deckbuilding rules beyond the current inventory/battle selection loop.
- Advanced collection filtering, card search, and multi-card batch operations.