RapidGameFramework
Reusable Godot managers for data-driven small games
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Emoji Card Collector First Release Plan

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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.