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The games in this repository are examples of how to compose RapidGameFramework systems. Their documentation should explain what framework pieces they use and what reusable behavior they helped extract.
Current examples:
- Reflecting Pool Simulator: event/resource systems.
- Emoji Card Collector: card, inventory, shop, battle, collection, and economy systems.
- Arcade Pong: arcade physics, match flow, powerups, input, audio, sprites, and single-game build profiles.
- Putt-Putt Roguelike: phone-first drag putting, randomized hole sequences, health-cost shots, Good/Bad wheel outcomes, and run artifacts. See Putt-Putt Roguelike Sprint Plan for the MVP slice plan.
- Project Alchemy: alchemy, codex, research, loadout, grid combat, adventures, sprite mapping, and tactical level data.
- Platformer Demo: level JSON, character movement, pickups, hazards, enemies, exits, and level select.
Project Alchemy has deeper historical planning notes because it was the first larger tactical vertical-slice example: