Add ONE iconic Version 1 feature — the "wow" moment. Only one.

Every game needs one memorable thing. Not ten memorable things — one. The signature feature is what players remember and talk about. It should emerge from the systems you've already built, not be added on top.

Ami — Boss Encounter

One unique boss encounter at Tier 3. Triggers only when riskLevel exceeds a high threshold. The boss has higher power, a unique console message, and a bigger XP reward. Not cinematic. Not animated. Just distinct logic.

Ida — Car Unlock

When karma >= 400, unlock "Car Mode." Car Mode increases movement speed and grants access to the second block (a new area). No vehicle model needed — just speed increase and area access.

  • Define the signature feature unlock condition
  • Implement the special behavior
  • Test: feature triggers only when condition is met
  • Test: feature feels distinct from normal gameplay
  • Verify the feature enhances the core loop (doesn't break it)
  • Document the feature in your VERSION_1 plan
  • Checkpoint

    Signature feature triggers correctly and feels special. It's distinct from regular gameplay.

    No second boss. No second vehicle. No customization. One signature feature, fully implemented.

    Making the signature feature too complex — it should be one clear behavior, not a system of its own.

    Triggering it too easily (not special) — if the boss appears every other encounter, it's not a boss. If Car Mode unlocks in 5 minutes, it's not earned.

    Breaking the core loop to accommodate it — the signature feature enhances the loop, it doesn't replace it.

    Adding a second "just one more" feature — one means one.

    This is the hardest discipline day. They will want to add more. Hold the line. Ask: "If you had to describe your game in one sentence, what's the one thing that makes it unique?" That's the signature feature. Everything else is Version 2.