daily auto-sync 2026-07-21
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Date: 2026-07-21
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Author: Adolfo Reyna
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Tags: [games, paper-apps, foundation, tactility]
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---
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# Paper Apps - Game Foundation
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Purchased games from Gladden Design - to be used as foundation for device games.
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## Files
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- `Paper-Apps-GOLF-ZERO.pdf` - Original GOLF notebook (3 courses x 18 holes)
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- `Paper_Apps_GALAXY_ZERO.pdf` - Original GALAXY notebook (~50 sectors + encounters)
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- `GOLF-rules.txt` / `GALAXY-rules.txt` - Extracted rules text
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- This README - distilled mechanics for porting
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## GOLF (Paper Apps GOLF)
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### Core Loop
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- 3 courses per notebook, each 18 holes, each hole randomly generated, unique per notebook
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- Goal: ball to hole in fewest hits. Par 6 per hole.
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### Movement
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- 8-directional movement (orthogonal + diagonal)
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- Draw line + circle for new position
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### Dice GOLF Mode
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- Roll d6 = distance
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- Fairway: +1 to roll
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- Sand: -1 to roll
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- Can always choose to putt (move 1) instead
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- Tee: one free re-roll; 6 Mulligans per course for re-rolls
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- Optional challenge: pick direction BEFORE roll
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### Speed GOLF Mode (no dice)
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- DRIVER: move 6, fairway only, can go over trees
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- IRON: move 3 (2 from sand), can't go over trees
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- PUTTER: move 1, always allowed
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- Overshoot rule: crossing hole allows overshoot by 1 and counts as in; otherwise over.
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### Terrain
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- **Rough**: majority, normal movement
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- **Fairway**: bonus (+1 dice, allows 6-move), only place can hit over trees, includes green
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- **Sand trap**: penalty (-1 dice, 2 max in Speed)
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- **Water**: cannot land, can travel over
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- **Trees**: cannot land, cannot travel over except from fairway
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- **Slopes (arrows)**: auto-roll 1 space in direction; chain if next is arrow; ignore if points to water; if 2 arrows point at each other, stop after first
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### Multiplayer
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- Different colors, Dice mode best
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- Turn order by distance (furthest first) after tee-off
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### Device Adaptation Ideas
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- Grid-based golf puzzle: procedurally generate holes (terrain tiles)
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- 8-way input, dice roll animation or Speed mode for kids
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- Render fairway/rough/sand/water/trees as sprites
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- Slope arrows auto-move
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- Score tracking per hole / course
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- Perfect for: Tactility devices (M5 stack, T-Deck), e-ink, kidsOS
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---
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## GALAXY (Paper Apps GALAXY)
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### Core Loop / Meta
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- Pilot ID card: draw profile + choose race (Robot/Human/Alien) - preferential treatment from same race
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- System map: ~50 numbered sectors, arrow = start, cross off as completed
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- Can travel to any sector connected to completed sector
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- Collect 6 Warp Drive Pieces: must complete ALL sectors connected to a piece to collect it
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- Most sectors played just to collect pieces; completionist = visit every sector
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- Credits earned on win, spent immediately on upgrades or prestige ranks
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- On loss: keep only credits picked up on map, spend immediately
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### Sector Layout
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- Top: sector map (ship starts bottom row)
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- Middle: Flight Computer = movement values (numbers + ? = roll d6)
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- Bottom left: missile + shield counters
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- Bottom right: mission, reward, W/L mark, sector number
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### Sector Objects
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- **Ship**: start bottom row
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- **Asteroid**: shoot to clear, or fly through losing 1 shield
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- **Wormhole**: always 2 per sector, teleport to other, keep direction + remaining spaces
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- **Mine**: explodes if within 1 space (lose shield). Can shoot to detonate - destroys anything within 1 (enemy/asteroid/mine). Chain!
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- **Credit pickup**: note it, spend after sector
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- **Shield pickup**: outline new circle in shield counter (not carried over)
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- **Missile pickup**: outline new circle in missile counter (not carried over)
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- Items single-use except wormholes
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### Movement
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- 6 directions (hex-like)
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- Values in Flight Computer - cross off as used
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- Can skip a value (cross off) but NOT ? values
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- ? = must roll d6 for distance
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- Straight line only per move, can cross own path
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- If no possible moves: skip to next value; if rolled value has no possible directions, cross out and move on
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- If run out of moves without objective -> Lose (fuel)
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### Combat - Attacking
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- Between movements (not during) can fire missiles
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- Fire in same 6 directions as movement - must be aligned
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- Cross out missile from counter (used even if miss)
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- Count spaces to enemy, must roll that value or higher on d6 to hit (1 away = auto-hit)
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- Destroyed enemies can be flown over, no longer fire
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### Combat - Being Attacked
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- Enemies fire when you cross through their range (line of sight)
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- Roll distance or higher for hit against you
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- Lose shield if hit; no shields left = Lose
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- Enemies can see/fire through asteroids
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### Mission / Win Conditions
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- Either "Blast X enemies" or "Grab artifact" / "Grab parts" etc.
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- Win = objective without running out shields/fuel -> mark W, earn CREDITS
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- Lose = mark L, tally lost ship in stats
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### Upgrades (spend credits in order)
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- Double Shot: 2 rolls to hit (not vs enemy fire)
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- Battering Ram: ignore asteroids
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- Nav-Control: choose movement instead of rolling ?
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- Extra Starting Shields: 1/2/3 additional (must earn in order)
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- Extra Starting Missiles: same, in order
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- Missile Range: +1 or +2 to hit roll
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- Prestige Ranks: spend credits for rank (Cadet -> higher) - fun/challenge
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### Special Sectors
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**Space Monsters mini-game**:
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- 8 rolls d6, choose row OR column of that number containing monster, cross out 1 monster, 1 credit per hit
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**Alien Encounters**:
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- Narrative encounters with race types (Robot/Human/Alien)
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- Bonuses: credits (roll dice, +1 if same race), extra missiles next sector (+2, +3 if same race), random bonus table (d6: -1 shield, -1 shield, +1 missile, +1 credit, -1 missile, -1 shield - pick best of 2 if same race as Alien)
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### Device Adaptation Ideas
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- Hex grid movement (6-directional)
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- Procedural sector generation: asteroids, enemies, wormholes, mines, pickups
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- Flight computer as queue of moves with skippable values
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- Missile combat with dice-roll hit check (distance mechanic)
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- Shield/missile counter UI
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- Galaxy map as node graph - unlock connected sectors
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- 6 warp pieces as meta-progression
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- Encounters as pop-up events with race bonuses
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- Space Monsters as bonus mini-game
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- Upgrade shop between sectors
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- Save: W/L per sector, credits, upgrades, warp pieces, lost ships tally
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### Seed / Generation
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- SYSTEM MAP - GALAXY #000000 - suggests seeded generation (000000 is seed)
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- Each notebook unique random generation like GOLF's 3 courses unique
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- Flight computer values appear random with ? mixed in
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---
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## Common Paper Apps DNA
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- Pencil + d6 (or Speed/variant without)
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- Draw lines + circles to track
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- Cross-off counters (shields, missiles, Mulligans, Flight Computer values)
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- Single notebook = complete campaign (3 courses / ~50 sector galaxy)
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- Randomly generated per notebook -> replayability via new notebook
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- Both have special rule variations and multiplayer/social hooks
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- Contact: hey.gladden@gmail.com - Gladden Design - www.gladdendesign.com
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## Adaptation Strategy for Devices
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### Tactility / ESP32
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- Grid engine: generic tile system (GOLF: 8-way square, GALAXY: 6-way hex)
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- Dice as RNG + animation
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- Procedural generation using seed (like notebook number)
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- Save system: sector/hole progress, counters, upgrades
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- Render: low-res tile sprites work on M5Stack / T-Deck / RLCD
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### KidsOS / Grace and Elias
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- GOLF simplified: Speed mode (6/3/1) no dice math, colorful tiles
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- GALAXY simplified: fewer enemies, auto-hit at close range, visual dice
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- Race selection fun (Robot/Human/Alien or royal twist)
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- Prestige/ranks appealing for Grace
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### Reuse
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- Both games provide proven fun loops with minimal rules
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- Good candidates to merge: exploration map (GALAXY) + precision movement puzzles (GOLF terrain ideas)
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