GUTTA-X

From Proof of Feel to a Production Combat Slice

The core fight became a modular sandbox with touch input, readable enemy roles, and a complete one-room outcome.

Three days after the first prototype commit, the project had rebuilt its core fight as a modular production sandbox. Input intent, player movement, camera framing, targeting, weapons, health, enemies, and encounter state now lived in separate production systems rather than a monolithic prototype controller.

The slice established a specific tactical triangle. A rusher forces movement at close range. A Red Eye shooter creates ranged pressure but can be interrupted by cover. The player's handgun uses touch-oriented input and aim assistance, making position and timing more important than cursor precision.

The room can end in a clear or player-dead state and can be rebuilt through development controls. Debug metrics record elapsed time, kills, and damage events in memory. The interface remains diagnostic rather than final.

This milestone did not make a complete game. It did prove that the production architecture could carry the same one-room tension while adding the control and readability foundations needed for iPad and iPhone.

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