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