Files
2026-07-21 23:00:01 -04:00

7.4 KiB

Date, Author, Tags
Date Author Tags
2026-07-21 Adolfo Reyna
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)