In
In scope
Core loop, Isla Laya, attunement, 8-tone combat, Sanctuary, web/mobile controls, Godot export rules, v1 content slice.
Design reference · v0.1 · 1 September 2026
An original 3D creature-bonding adventure for the web and phones. This document borrows structural lessons from Nintendo’s 1996 Game Boy title Pokémon Red — explore, meet wild life, grow a team, challenge specialists — then rebuilds every name, map, creature, rule, and control for a new game called Roxemon. It is a reference, not a remake.
This is the working design bible for Roxemon. It tells a small team what to build first, what never to copy, and how the game should feel in a browser and on a thumb-driven phone. It is not a full production GDD (no shot lists, no audio stems, no 80-creature stat dump). It is detailed enough that a Godot prototype can start without inventing the fantasy on the fly.
In
Core loop, Isla Laya, attunement, 8-tone combat, Sanctuary, web/mobile controls, Godot export rules, v1 content slice.
Out
Live ops, gacha, paid creature packs, user-generated maps, PvP ranking seasons, desktop-only features that cannot ship on a phone.
Audience
Players 10+ who liked handheld creature journeys but want visible wildlife in 3D, short sessions, and no trapping-in-a-sphere fantasy.
Pokémon Red (Game Freak / Nintendo, Game Boy, 1996 JP / 1998 NA as Red/Blue) is a third-person overhead RPG split into overworld, turn-based side-view battles, and menus. The player walks a region, meets wild creatures in tall grass and caves, trains a party of six, uses up to four moves, and aims to beat eight type-themed gyms plus a final champion circuit while filling an encyclopedia. Game Boy input is D-pad, A (confirm / talk), B (cancel), Start (menu), Select (reorder).
Those are genre facts useful for pacing. They are not Roxemon’s identity. Pokémon names, maps, creatures, items, UI chrome, music, slogans, and the “ball that swallows a monster” are closed. Roxemon must be playable by someone who has never heard of Kanto and still feel whole.
| Pokémon Red lesson | Why it worked | Roxemon rewrite |
|---|---|---|
| Two-layer loop: walk the world, then resolve a fight | Clear mental mode switch; easy to pause | 3D field with visible Roxe, then a compact turn arena — never a top-down tile clone |
| Wild fight vs trainer fight | Risk vs story; capture only in the wild | Wild attunement vs Keeper duels. Heartcharms fail on another person’s Roxe |
| Gated region with specialists | Teaches types in order; travel feels earned | Six Tide Shrines on six islands, not eight gyms in one rectangle |
| Party plus storage | Collection without carrying 80 bodies | 4 on the trail, rest in the Sanctuary (not PC boxes of 20) |
| Rival who mirrors the player | Emotional pacing without a huge cast | Jun, a force-first Keeper; different starter, different ending beat |
| Tiny button grammar | A/B/Start is learnable in one minute | One primary action, one cancel, one menu — remapped to thumbs and keys, not a D-pad grid |
You are a new Keeper on Isla Laya, a warm archipelago where animals called Roxe grow from tide, heat, root, and storm. Keepers do not trap them. They attune: earn a pause in the fight, offer a Heartcharm, and invite the Roxe into a shared Sanctuary. The Ash Compact is bottling that same life as fuel. Your job is to walk the Laya Circuit, mark six shrines, and stop the drain.
Wildlife is in the world. Approach, bait, or walk past. No roulette in anonymous grass.
Heartcharms are carved tokens. Failure is a broken pact, not a ball bounce.
Each island is a 40–70 minute chapter on mobile. Save is frequent. Sessions can be 8 minutes.
If a control needs a Game Boy muscle memory, it is wrong. If it fails on a bus ride, it is wrong.
Victory is not “become champion of a league.” Victory is Circuit Complete: six Tide Marks, a Sanctuary that feels like yours, the Ash Compact’s siphon broken, and a Ledger that is honestly unfinished (completionists can keep exploring after credits). A second, quieter goal is First Chorus: attune one Roxe of every tone.
You are a field naturalist with a small traveling team, not a gym-circuit celebrity. Combat is how Roxe talk when words fail. The overworld is the real game: weather, bait, line of sight, and which island tool you brought. Battles should feel like arguments with rules, not slot machines.
Attunement is allowed only on wild Roxe, and only after they are Weary (Vigor at or below 40%) or Soothed (Calm Fruit, Lullaby Call, or a successful Flow art). Then the player spends one Heartcharm:
Success chance is a readable bar before you spend the charm: species rarity × remaining Vigor × soothe bonus × charm grade. Designers tune a curve; players see a High / Mid / Low label, not a hidden 0–255 roll copied from 1996.
If the trail four all drop to 0 Vigor, you are escorted to the last shrine or Port Sibol clinic. You keep Roxe, Marks, and Ledger. Dropped trail items stay in a marked pack you can recover. This is a setback, not a lecture. Wild Roxe that faint are not “yours to pick up.” They recover and leave. That is the moral line versus trapping.
| Session | Target | What the player can finish |
|---|---|---|
| Micro | 5–10 min | One trail, one wild attunement, one shop craft |
| Standard | 20–30 min | A shrine approach, a Keeper cluster, a rest |
| Chapter | 40–70 min | Clear one island’s shrine and sail |
Isla Laya is six inhabited islands plus open water, not one continuous overworld rectangle. Boats are a first-class map mode (short, on-rails-with-steering coastal hops), so mobile players are never asked to hold a stick across an ocean. Fast travel unlocks shrine-to-shrine after each Tide Mark.
| # | Island | Tone taught | Shrine Keeper | Lock / unlock | Set-piece |
|---|---|---|---|---|---|
| 1 | Laya Proper | Ember + basics | Kael of the Kiln | Start here. Boat after Mark 1. | Tutorial trail, rival’s first duel, clinic, Sanctuary tutorial |
| 2 | Mangrove Veil | Brine | Nanay Osang | Need a skiff (story gift, not a creature move) | Tide maze at low water; Compact pumping barge |
| 3 | Windspine | Gale | Captain Iro | Need climbing picks after Mark 2 | Ridge bridges; gust puzzles that move platforms |
| 4 | Karst Hollow | Granite | Tata Ulo | Lantern for dark caves after Mark 3 | Vertical sinkhole town; echo navigation |
| 5 | Ashfall Ridge | Pulse | Engineer Rhea (defects) | Heat veil; clinic upgrade | Compact foundry; optional spare the pumps |
| 6 | Mirror Atoll | Gleam / Dusk mix | Sister Ani, then the Siphon | All five prior Marks | Night-water arena; credits; post-game open water |
A working harbor, not a silent suburb. Home is a stilt house with a guardian (Lola Ima). The field station belongs to Keeper Sela, a chart-maker, not a lab-coated inventor of the species. She does not hand you a world encyclopedia to fill for her ego; she asks you to walk because the Compact is lying about “empty islands.” Starter choice happens on the beach as three wild juveniles already arguing — you pick whom to back, the other two leave. Jun always takes the tone that beats yours.
| Tool | When | What it does |
|---|---|---|
| Skiff | After Mark 1 | Coastal hops; cannot enter storm rings until Mark 3 |
| Climbing picks | After Mark 2 | Yellow ledge holds; short scripted climbs, not free mountain sim |
| Lantern | After Mark 3 | Karst interiors; Dusk Roxe behave differently in light |
| Heat veil | After Mark 4 | Ashfall roads; without it Vigor ticks on the player (not the team) |
| Chorus bell | After Mark 5 | Call Sanctuary deposit remotely once per rest; quality-of-life, not a puzzle skip |
The Ash Compact is a fuel company with legal docks on Ashfall and illegal barges in the mangroves. Their siphon towers are readable 3D landmarks. They are not a cartoon crime gang in matching uniforms in every cave. Officers can be dueled; workers can be talked down. The last act is a machine, not a “boss rush of four typed demigods.”
Each island is a handful of streamed chunks (harbor, wild belt, shrine approach, dungeon), not an open-world continent. Target: you always see a coast or a ridge so the 3D camera has a horizon. Interiors are separate scenes with a load veil under 1.5s on mid Android.
Battles are turn-based, 3D, one-versus-one by default, with a shared Chorus meter that is the main original hook. The camera sits in a small arena carved from the place you stood (mangrove water, kiln plaza, karst ledge) so fights feel local, not a copied side-view HUD from 1996.
+15% outgoing, −10% Guard. Default for attacking arts.
−20% incoming, fills Chorus faster. Some arts require Guard.
Enables soothe, setup, and attune. Weak to Strike that turn.
| Stat | Role |
|---|---|
| Vigor | Health. 0 = down. Clinic or fruit restores. |
| Might | Power of body arts (claws, tackle, crush). |
| Guard | Reduces body and many pulse hits. |
| Spark | Power of resonance arts (heat lash, hymn, storm stitch). |
| Tempo | Turn order, flee, and some crits. No hidden “speed-based crit everything.” |
There is no split special-defense stat in v1. Spark arts still check Guard unless tagged Pierce. Simpler math is a mobile feature, not a missing AAA checkbox.
Every Roxe has one or two tones. Arts have one tone. Effectiveness is Strong / Neutral / Weak (1.6 / 1.0 / 0.6), never a 4× spike that deletes a creature because two charts stacked like later monster games. Dual-tone targets use the worse of the two for the attacker (defender-friendly).
| Art tone | Strong against | Weak against |
|---|---|---|
| Ember | Canopy, Dusk | Brine, Granite |
| Brine | Ember, Granite | Canopy, Pulse |
| Canopy | Brine, Granite | Ember, Gale |
| Gale | Canopy, Pulse | Granite, Dusk |
| Granite | Gale, Ember | Brine, Canopy |
| Pulse | Brine, Dusk | Granite, Gale |
| Dusk | Gleam, Gale | Ember, Pulse |
| Gleam | Dusk, Ember | Canopy, Pulse |
A Roxe carries three arts + one Chorus art. Arts unlock along a small web (not a 4-slot TM shop cloned from carts). Replacing an art is free at any Sanctuary. No “delete move forever” tax.
A shared bar 0–3. Gain 1 segment when you play a tone that matches your Roxe’s primary tone, or when you Guard a Strong hit. Spend 1–3 on the Chorus art: 1 = powered strike, 2 = field effect (rain, heat shimmer, dusk veil) for 3 turns, 3 = partner assist (a bench Roxe appears for one animation — still 1v1 rules, no true doubles in v1). Meter empties if you switch, on purpose: switching is a reset, not a free teleport.
damage = (Might or Spark) × artPower × toneMod × stanceMod × random(0.9–1.0) − (Guard × 0.35)
then floor at 1 if the hit connected. Crits are a 6% base, +4% on Strike vs Flow, never tied to a hidden Speed stat.
Numbers are shown. No fake “super effective” voice line copied from another franchise; the UI says Resonates / Dull.
| Wild | Keeper | |
|---|---|---|
| Leave | Tempo contest; easier if Weary | Locked |
| Heartcharm | If Weary or Soothed | Illegal; UI disables |
| AI | Species script (shy, bully, soothe-able) | Loadout + one mistake window so kids can win |
| Reward | Bond XP, chance of shed material | Shells, story, sometimes a craft recipe |
Preset body with hair / clothes / boat-color options. Name up to 12 characters. No celebrity-trainer license, no numbered “gym badges” row that reads as a Nintendo HUD. Tide Marks are carved tags on a wrist cord in the pause menu.
You walk with at most four Roxe. That is a mobile decision: four portraits fit a phone without a second menu. Order is formation: slot 1 leads. Drag to reorder on touch; Q/E or click on web. Downed Roxe stay in slot but cannot lead until clinic or revive fruit (rare).
Unlimited storage in named paddocks (Coast, Canopy, Night, Foundry, Favorites). Filter by tone. This is a 3D diorama you can visit in Port Sibol, and a list UI on the boat. Not a PC warehouse UI. Nickname, release (with a two-step confirm), or send to trail.
Encyclopedia of seen / attuned Roxe. Pages store habitat, diet, molt, and a one-line behavior note you unlock by watching, not by dealing the last hit. Completion is optional. No professor nagging a quota of 151. v1 roster target: 80 species, ~20 molt lines, 8 dual-tone oddities.
Canopy
Sprout-backed ridgeback. Molts to Malubay, then to Aninoak. Teaches positioning and Guard.
Ember
Kiln-skink. Molts to Bagangit, then to Haribok. Teaches Strike and heat fields.
Brine
Harbor frog with a gourd belly. Molts to Lambok, then to Balyena. Teaches Flow and soothe attunement.
Names nod to Philippine coastal life without lifting folklore creatures as 1:1 mascots. Do not draw an electric mouse, a starter turtle/lizard/plant triangle copied in silhouette, or a sphere toy.
| Name | Tones | Where | Role |
|---|---|---|---|
| Tikitik | Pulse | Harbor roofs | Early Tempo scout |
| Harorot | Brine / Granite | Tide pools | Guard wall |
| Balinsay | Gale | Windspine | Quick arts |
| Bungis | Granite | Karst | Heavy Might |
| Umbok | Dusk | Night roads | Soothe / Gloom |
| Sambong | Canopy | Mangrove | Root support |
| Arawisk | Gleam | Atoll spray | Chorus battery |
| Ulingid | Ember / Dusk | Ashfall | Optional molted terror |
Pokémon Red taught a whole generation four verbs: move, confirm, cancel, menu. Roxemon keeps that grammar and throws away the hardware. The Game Boy had a D-pad because the world was a grid. Roxemon’s world is analog 3D, so the stick (or WASD) is locomotion, and Action is still one obvious button.
| Verb | Does | Never does |
|---|---|---|
| Move | Walk / analog run past 70% stick | Snap to tiles |
| Look | Orbit camera | Invert by default on mobile (offer toggle) |
| Action | Talk, pick up, call wild, confirm | Attack on the field; combat is a mode |
| Cancel | Back out of UI, drop crouch | Soft-reset the game |
| Menu | Pause: trail, satchel, ledger, map, settings, save | Twelve nested bags |
| Context | Crouch / climb / lantern hold | A second confirm that fights Action |
Tap-to-move is an accessibility option: tap ground to walk, tap character to Action. Camera still drags.
Bottom sheet, not a 1996 text box with a blinking triangle. The 3D arena stays visible in the top 55%.
| Input | Overworld | Battle / menus |
|---|---|---|
| WASD | Move | Move highlight |
| Mouse drag / RMB hold | Look | — |
| Scroll | Camera distance (clamped) | — |
| E or left click on prompt | Action | Confirm |
| Q / Esc | Crouch / cancel | Cancel |
| Tab or M | Menu / map | Close or map |
| 1–3 | — | Arts |
| 4 | — | Chorus |
| F | — | Satchel |
| C | — | Switch |
| Space | Skip line | Confirm / pulse |
Click-to-move is available for trackpads and accessibility. Hover shows Action prompts; never require pixel-perfect clicks on NPCs — a generous capsule collider plus a sticky “nearest prompt” solves web frustration.
| Stick / face | Map |
|---|---|
| Left stick | Move |
| Right stick | Look |
| South (A / Cross) | Action / confirm / pulse |
| East (B / Circle) | Cancel |
| West (X / Square) | Crouch / lantern tap |
| North (Y / Triangle) | Map |
| Start | Menu |
| LB / RB | Trail preview / next page in UI |
Pokémon Red’s Select-to-reorder becomes drag-and-drop or LB/RB in the trail screen. Soft reset is Settings → Reload, never a four-button chord that kids hit by accident.
If the player has not opened Menu by minute 8, a single non-modal hint. Never a sticker of button icons copied from a Game Boy overlay.
Pick Godot, not Unity. Roxemon is a stylized 3D game that must load in a browser and feel light on mid-range Android. Godot’s MIT license, smaller web footprint, and first-class GDScript web export match that better than Unity’s heavier WebGL player and fee/runtime complexity.
| Godot 4.5+ | Unity (rejected for v1) | |
|---|---|---|
| Web | Wasm + WebGL2 Compatibility renderer; single-thread export avoids COOP/COEP pain and works on iOS Safari | Larger player; fine for heavy 3D, worse first-load on a friend sandbox |
| Language on web | GDScript exports today | C# works, but we do not need that ecosystem for this scope |
| Mobile | Smaller APK/IPA, lower RAM for stylized scenes | Better ads/IAP plugins — unused, we are not building gacha |
| Cost / lock-in | MIT, no seat fee | Install-base and services we do not need yet |
| Fit | Hand-authored islands, low entity counts, custom UI | Wins if we later want photoreal or huge third-party stacks |
roxette.mastersofcreation.com/roxemon in GDScript.
| Path | Owns |
|---|---|
res://field/ | Island chunks, boat, tools, prompts |
res://battle/ | Turn loop, AI, Chorus, attune pulse |
res://roxe/ | Species resources, arts, molt |
res://ui/ | Control schemes, cards, Ledger |
res://save/ | IndexedDB / mobile save |
Export to this site’s /roxemon/play/ when a build exists. Serve
.wasm, .pck with correct MIME types. Enable gzip/brotli.
Do not enable cross-origin isolation unless we switch to threads on purpose.
The design reference you are reading stays at /roxemon/.
Look: humid dusk, kiln orange, lagoon glass, carved wood UI. Not red/white spheres, not a world map that is a fat rectangle with a plateau in the northwest. Music: kulintang-adjacent percussion and guitar, original themes. No chiptune that is trying to be a Game Boy soundtrack. Creature design: tropical mammals, reptiles, shorebirds, insects — readable silhouettes, no copyrighted mascot echoes.
| Risk | Mitigation |
|---|---|
| Players say “it is just Pokémon” | Visible world encounters, Heartcharm pact, 4-party, shrines, Chorus, no balls, original roster art first |
| Web 3D too heavy | Chunk streaming, Compatibility renderer, low preset, slice before island 5 particles |
| Touch camera nausea | Low-sensitivity preset, tap-to-move, reduce motion |
| Scope explosion to 151 clones | Hard cap 80. Slice ships with ~18 |
Structural notes were checked against public gameplay summaries of Pokémon Red/Blue (overworld + battle + menu split; wild vs trainer; four moves; six-party; gym-gated region; Game Boy A/B/Start/Select). None of that material is reused as names, maps, or rules text in the game client. Roxemon’s rules above are the source of truth for implementation.