Several foundational documents dated 15 July 2026 establish the first coherent version of MadQuack: a premium, touch-first arena roguelite for iPhone and iPad, built around short chapter runs and a comic rescue story through transformed everyday worlds.
The early definition work ties the mechanical and narrative ideas together. MadQuack's automatic attacks leave the player to concentrate on movement, positioning, and one active ability. Between-wave choices change the build without carrying temporary power across runs. Enemies are always inert objects, allowing ordinary materials and functions to shape both their visual identity and combat behavior.
The same documents set important boundaries. Version 1.0 is intended to work offline, avoid advertising and recurring payments, support safe interruptions, and finish with a complete story. Those choices frame the project as a bounded mobile game rather than an open-ended service.
This entry records the state of proposed documents, not an implemented milestone. No playable build exists in the repository to verify the ideas in practice.
← Back to MadQuack