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DavidQ
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Close tool UI readiness gaps from control inventory and stabilize required input-to-control bindings - PR 10.6S
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docs/design/gdd/ToolboxAid/King_of_the_Iceberg/King_of_the_Iceberg_GDD.md

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# 🧊 King of the Iceberg — Game Design Document (GDD v9)
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# 🧊 King of the Iceberg — Game Design Document (GDD v9 — Merged Draft)
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---
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- Push / knock others off
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- Fight for control of the top
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- Use abilities + power-ups
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- Manipulate physics (jump/landing impacts)
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- Manipulate physics via movement, jumping, and landing impacts
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---
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## 2. Core Game Loop
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Win by staying on TOP for X total seconds
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Win by staying on TOP for X total seconds.
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- Timer increases only on top
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- Timer pauses when off
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## 4. Player System (Pingwins)
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### 4.1 Character Select
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- Each hero is unique
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- Once selected → locked (no duplicates)
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---
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### 4.2 Named Heroes & Abilities (RESTORED)
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### 4.2 Named Heroes & Abilities
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- Splash — Pucker Blaster (water push stream)
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- Frostbite — Freeze Blast (temporary freeze zone)
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- Glacier — Mega Weight (heavy mass, strong tilt)
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- Frostbite — Freeze Blast (freeze zone)
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- Glacier — Mega Weight (high tilt influence)
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- Dash — Slipstream Dash (burst movement)
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- Sniper — Crystal Shot (long-range precision)
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- Bombard — Belly Bomb (explosive slide impact)
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- Cyclone — Spin Attack (radial knockback)
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- Anchor — Grip Mode (high traction, anti-slide)
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- Sniper — Crystal Shot (precision projectile)
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- Bombard — Belly Bomb (explosive impact)
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- Cyclone — Spin Attack (radial push)
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- Anchor — Grip Mode (high traction)
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---
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### 4.5 Wrap System (NEW)
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### 4.5 Wrap System
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If a player exits screen (jump/swim):
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If a player exits screen:
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- Wraps to opposite side
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- Preserves velocity and direction
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### 4.7 Jump & Impact System
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Landing creates tilt force on iceberg
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Landing creates tilt force on iceberg.
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#### Stomp Landing
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Press DOWN during landing:
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- Increased tilt force
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#### Group Impact
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Multiple players landing together:
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- Amplified tilt
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- Can slide others off top
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---
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### 4.8 Combat System
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### 4.8 Combat
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Push / knock players off iceberg
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Push / knock players off iceberg.
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- Collision-based force
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- Collision force
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- Ability-enhanced knockback
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- Landing impacts also affect combat
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- Landing impacts contribute
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---
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### 4.9 Knockdown State
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### 4.9 Knockdown
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- Triggered by strong impact
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- Strong impacts cause slip state
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- Temporary loss of control
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- HP reduced by collisions, abilities, power-ups
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Death:
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- Explosion with ice particles
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- Explosion effect (ice + particles)
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## 5. Iceberg System
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### 5.1 Tilemap Generated
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### 5.1 Tilemap
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- Left side authored
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- Right side mirrored at runtime
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### 5.3 Tilt Forces
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- Player weight
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- Position
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- Player position
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- Landing impacts
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### 5.4 Balance Rule
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- Edge = higher push power
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- Top = more stable, less push
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- Edge = stronger push
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- Top = more stable
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## 7. Iceberg Break Event
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- Trigger at 65% progress
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- Top breaks away
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- Larger combat surface
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- Top breaks
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- Larger combat area
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### 8.2 Ability Effects (RESTORED DETAIL)
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### 8.2 Ability Effects
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- Pucker Blaster → continuous push force
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- Freeze Blast → slows and freezes area
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## 9. Power-Up System (RESTORED DETAIL)
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## 9. Power-Up System
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### 9.1 Spawn
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### 9.2 Power-Ups & Effects
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- Grip Boots → high traction
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- Freeze Orb → freezes nearby players
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- Wave Slam → shockwave push
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- Mega Core → doubles weight influence
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- Ice Sniper → long-range projectile boost
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- Spin Core → enhanced spin attack
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- Dash Surge → faster dash + cooldown reduction
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- Wind Gust → directional push field
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- Grip Boots → traction
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- Freeze Orb → freeze
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- Wave Slam → shockwave
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- Mega Core → weight boost
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- Ice Sniper → ranged boost
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- Spin Core → spin boost
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- Dash Surge → speed boost + cooldown reduction
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- Wind Gust → push field
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### 10.2 Recovery
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- Swim
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- Jump back onto iceberg
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- Swim + jump back
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## 15. Camera System
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## 15. Camera
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- Shared camera
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- Dynamic zoom
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- Time meter
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- King indicator
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- Ability cooldown
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- Power-up indicator
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- Power-up display
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+ Push combat
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+ Dynamic terrain
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+ Multiplayer chaos
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