# 🚀 YeetGeese - Phase 0 Design Summary **Genre:** Third-Person Over-the-Shoulder Tower Defense **Core Fantasy:** A lone defender in a farm arena, utilizing powerful projectile geese to defend their base from waves of approaching enemies. The goal is simple but satisfying: yeet and survive! ## ðŸĶĒ Core Loop Enemies spawn → Player maneuvers & aims → **Yeets Goose** (Damage/Stun) → Currency collected (Feathers) → Player upgrades defenses/geese → Wave ends → Repeat with increased difficulty. ## ðŸŽŊ Minimum Viable Product (MVP) Scope | Feature | Detail | Status | | :--- | :--- | :--- | | **Arena** | Single, open 3D farm arena. | Defined | | **Player** | Third-person controller (WASD + Mouse Look). Basic Health System. | Defined | | **Weapon** | One basic Goose projectile (medium damage, spinning, self-lifetime). | Defined | | **Enemies** | Two types: **Pigs** (Slow/Tank) & **Chickens** (Fast/Skirmisher). | Defined | | **Progression** | 5 Waves total. Basic economy (Feathers collected from kills). | Defined | | **UI/Win/Loss** | Health bar, Feather Count, Wave Counter. Win: Survive 5 waves. Loss: Player HP $\le$ 0. | Defined | ## ⚙ïļ Technical Foundation * **Engine:** Godot 4.x (3D, Forward+). * **Architecture:** Utilize autoloads (`GameState`, `EventBus`, etc.) to manage state centrally and decouple systems. * **Key Systems:** Input mapping (Movement, Aim, Throw), defined collision layers (Environment, Player, Enemy, Goose, Currency).