As a player, I want to see the Home page rendered with the cyberpunk theme exactly as designed in the existing JSX mock (v1), including the interactive skyline, neon color palette, animated backgrounds, and all sections (NavBar, Hero, CyberpunkSkyline, GameFeatures, CharacterProfiles, etc.). This task is independent of all other tasks and serves as the visual foundation. Also remove any scaffold pages not needed by the game (e.g. generic login/signup/dashboard pages).
As a player, I want every page in the app to share a consistent cyberpunk color palette (#0B132B, #1F4068, #FF4C29, #EAEAEA, #6B7280), typography, spacing system, and component styles derived from the Home page v1 design, so the experience feels cohesive throughout all game screens.
As a player, I want to see a fully functional Main Menu page with navigation options (New Game, Continue, Settings, Quit) styled in the cyberpunk theme, so I can start or resume my hacking adventure. This page is the entry point from the Home page skyline interaction per the user flow: Home → MainMenu → CityMap.
As a player, I want to traverse a city street environment with ambient NPCs reacting to my timeline decisions, interactive hotspots, and cyberpunk street-level visuals, so I feel immersed in the living world between missions. Used in the Citizens NPC flow: CityStreet (Roam District) → CityStreet (React to Timeline) → SafeHouse.
As a player, I want to see a patrol zone view with animated enemy patrol routes, detection radius overlays, and time-manipulation controls, so I can strategically plan how to avoid or engage Corporate Enforcer NPCs. Used in Enforcer flow: PatrolZone (Guard Area) → PatrolZone (Detect Anomaly) → AlertScreen.
As a player, I want to explore an interactive city map displaying navigable districts and zones with cyberpunk visuals, so I can choose where to deploy my hacker and plan my next move. This page is reached from MainMenu and routes to StealthZone. It should reflect city state changes based on narrative decisions (chaos vs control).
As a player, I want to access a safe house screen where Citizens NPCs can aid me, I can review inventory, save progress, and plan my next mission, so I have a reliable refuge between high-risk encounters. Used in the Citizens NPC flow: CityStreet → SafeHouse (Seek Refuge / Aid Hacker) → CityStreet (Reflect Changes).
As a player, I want to see a high-tension alert screen with flashing visual alarms and escape or counter-response options when I am detected, so I can react quickly to a corporate enforcer triggered alarm. Used in Enforcer flow: PatrolZone (Detect Anomaly) → AlertScreen → CombatZone.
As a player, I want to navigate a stealth-focused zone with real-time patrol indicators and time-manipulation UI controls (pause, rewind, fast-forward), so I can bypass security systems and sneak past enemies undetected. User flow: CityMap → StealthZone → StealthZone (sneak) → HackTerminal.
As a player, I want to engage in a combat zone interface with action prompts, health indicators, and time-rewind controls displayed clearly, so I can fight or flee enemies with full situational awareness during corporate pursuits. Used in Enforcer flow: AlertScreen → CombatZone (Chase Intruder) → CombatZone (Respond to Rewind).
As a player, I want to interact with a hacking terminal interface featuring a command-line aesthetic, minigame prompts, and live system feedback, so I can execute hacks and experience the thrill of breaking into corporate systems. User flow: StealthZone → HackTerminal → NarrativeHub.
As a player, I want to engage with a narrative hub that displays branching story choices, dialogue trees, and lore entries in a cyberpunk visual style, so I can shape the story and witness how my decisions alter the timeline. User flow: HackTerminal → NarrativeHub → CityMap (witness changes).
As a player, I want the backend to process time manipulation actions (rewind, pause, fast-forward) and return the updated game state, so my time-based abilities are correctly validated and reflected across all game systems.
As a player, I want the backend to validate my hacking attempts, compute success or failure outcomes, and return system access results, so the hacking terminal minigame has meaningful and persistent consequences in the game world.
As a player, I want to discover and access a hidden secret level with glitch-aesthetic visuals and unique gameplay prompts, so I feel rewarded for exploring the game's hidden content triggered by time anomalies. User flow: CityMap (witness changes) → SecretLevel → Ending.
As a player, I want to experience a dynamic ending screen that reflects the cumulative narrative choices I made throughout the game, so the conclusion feels personal and the fate of the city mirrors my decisions. User flow: SecretLevel → Ending (decide fate of time).
As a player, I want the backend to detect specific glitch-trigger conditions during gameplay and unlock the secret level when criteria are met, so discovering hidden content feels earned and organically surprising.
As a player, I want the backend to track my narrative choices and return the correct story branch, dialogue, and city-state outcomes, so the story evolves meaningfully and multiple endings are computed correctly.
As a player, I want the backend to persist and retrieve my progress including completed missions, unlocked zones, timeline state, and stats, so my game state is accurately maintained across play sessions.
As a player, I want the backend to manage and expose the current city state including alert levels, zone availability, and visible environmental changes, so the city evolves visibly in response to my narrative decisions.
As a player, I want NPCs to respond dynamically to my timeline actions via backend-driven AI behavior logic including patrol routing, threat response, and citizen reactions, so the world feels alive and reactive.
As a player, I want the game to automatically save my progress at key checkpoints without interrupting gameplay, so I never lose significant progress due to unexpected exits or system errors.
As a player, I want NPCs to generate contextually relevant and immersive dialogue using integrated AI models (GPT, Claude via LiteLLM routing), so conversations feel dynamic and responsive to my choices and timeline state.
As a player, I want to play the game in my preferred language (English and Hindi initially) with all UI text, dialogue, and labels properly localized, so the game is accessible to a wider audience.
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Completed design pages will appear here when they are ready to preview.
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