Design reference · v0.1 · 1 September 2026

Roxemon

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.

Engine: Godot 4.5+ · GDScript Targets: Web (Wasm) · Android · iOS Camera: 3D over-shoulder Status: pre-production bible

1. Purpose of this document

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

In scope

Core loop, Isla Laya, attunement, 8-tone combat, Sanctuary, web/mobile controls, Godot export rules, v1 content slice.

Out

Out of scope

Live ops, gacha, paid creature packs, user-generated maps, PvP ranking seasons, desktop-only features that cannot ship on a phone.

Audience

Who it is for

Players 10+ who liked handheld creature journeys but want visible wildlife in 3D, short sessions, and no trapping-in-a-sphere fantasy.

2. Research note and copyright hygiene

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.

Hard rule. No Pokémon species, types-as-branded (the word “Pokémon”, Poké Ball, Pokédex, Gym Badge, Elite Four, Kanto town names, Professor Oak, Team Rocket, HM slaves, Safari Zone clones, or a red/white sphere capture toy). If a reviewer can overlay a Kanto map on Isla Laya and get a match, the layout is wrong. Rebuild.

What we keep as genre craft (not IP)

Pokémon Red lessonWhy it workedRoxemon 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

What we throw away on purpose

3. Fantasy and pillars

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.

See it

Wildlife is in the world. Approach, bait, or walk past. No roulette in anonymous grass.

Bond, don’t bottle

Heartcharms are carved tokens. Failure is a broken pact, not a ball bounce.

Short islands

Each island is a 40–70 minute chapter on mobile. Save is frequent. Sessions can be 8 minutes.

Thumbs first

If a control needs a Game Boy muscle memory, it is wrong. If it fails on a bus ride, it is wrong.

4. Core gameplay

4.1 The five-beat loop

1. TravelWalk, boat, climb. Read the island.
2. EncounterSpot a Roxe or a Keeper.
3. ResolveBattle, attune, talk, or flee.
4. TendHeal, swap the four, craft charms.
5. MarkShrine trial, story beat, new island.

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.

4.2 Player fantasy in play

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.

4.3 Encounter rules (overworld)

4.4 Attunement (the capture analog)

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:

  1. World slows. The Roxe faces you in a 3D close-up.
  2. A three-pulse Resonance match: tap when the ring meets the mark (mobile) or press Action (web). Misses reduce success; they do not auto-fail unless all three miss.
  3. Success: the Roxe steps into a light motif and is added to the trail four or sent to Sanctuary if the trail is full.
  4. Failure: the charm cracks, the Roxe may flee or take one panic turn. No cartoon “wiggle counter.”

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.

4.5 Failure, death, and tone

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.

4.6 Session length

SessionTargetWhat the player can finish
Micro5–10 minOne trail, one wild attunement, one shop craft
Standard20–30 minA shrine approach, a Keeper cluster, a rest
Chapter40–70 minClear one island’s shrine and sail

5. World structure

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.

5.1 Islands and shrines

#IslandTone taughtShrine KeeperLock / unlockSet-piece
1Laya ProperEmber + basicsKael of the KilnStart here. Boat after Mark 1.Tutorial trail, rival’s first duel, clinic, Sanctuary tutorial
2Mangrove VeilBrineNanay OsangNeed a skiff (story gift, not a creature move)Tide maze at low water; Compact pumping barge
3WindspineGaleCaptain IroNeed climbing picks after Mark 2Ridge bridges; gust puzzles that move platforms
4Karst HollowGraniteTata UloLantern for dark caves after Mark 3Vertical sinkhole town; echo navigation
5Ashfall RidgePulseEngineer Rhea (defects)Heat veil; clinic upgradeCompact foundry; optional spare the pumps
6Mirror AtollGleam / Dusk mixSister Ani, then the SiphonAll five prior MarksNight-water arena; credits; post-game open water
Ember, Canopy, and Dusk still appear as wild tones on several islands so the roster is not “one type per chapter.” Shrines teach a specialty, they do not delete biodiversity.

5.2 Hub anatomy (every town)

5.3 Port Sibol (start)

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.

5.4 Travel and locks (player tools, not creature keys)

ToolWhenWhat it does
SkiffAfter Mark 1Coastal hops; cannot enter storm rings until Mark 3
Climbing picksAfter Mark 2Yellow ledge holds; short scripted climbs, not free mountain sim
LanternAfter Mark 3Karst interiors; Dusk Roxe behave differently in light
Heat veilAfter Mark 4Ashfall roads; without it Vigor ticks on the player (not the team)
Chorus bellAfter Mark 5Call Sanctuary deposit remotely once per rest; quality-of-life, not a puzzle skip

5.5 Antagonist geography

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.”

5.6 Space budget for Godot

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.

6. Battle system

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.

6.1 Flow of a turn

  1. Both sides pick in secret: Art, Item, Switch, Chorus, or Leave (wild only).
  2. Tempo stat + art priority decide order. Switching is fast but not free (see below).
  3. Resolve animation, numbers, statuses. If a Roxe hits 0 Vigor, the owner must send another or lose.
  4. Chorus meter ticks up when you spend matching tones or take a hit while in Guard stance.

6.2 Stances (chosen with the art)

Strike

+15% outgoing, −10% Guard. Default for attacking arts.

Guard

−20% incoming, fills Chorus faster. Some arts require Guard.

Flow

Enables soothe, setup, and attune. Weak to Strike that turn.

6.3 Stats (five, not six)

StatRole
VigorHealth. 0 = down. Clinic or fruit restores.
MightPower of body arts (claws, tackle, crush).
GuardReduces body and many pulse hits.
SparkPower of resonance arts (heat lash, hymn, storm stitch).
TempoTurn 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.

6.4 Eight tones

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
EmberCanopy, DuskBrine, Granite
BrineEmber, GraniteCanopy, Pulse
CanopyBrine, GraniteEmber, Gale
GaleCanopy, PulseGranite, Dusk
GraniteGale, EmberBrine, Canopy
PulseBrine, DuskGranite, Gale
DuskGleam, GaleEmber, Pulse
GleamDusk, EmberCanopy, Pulse

6.5 Arts loadout

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.

6.6 Chorus meter (original)

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.

6.7 Damage sketch (for engineers)

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.

6.8 Wild vs Keeper duels

WildKeeper
LeaveTempo contest; easier if WearyLocked
HeartcharmIf Weary or SoothedIllegal; UI disables
AISpecies script (shy, bully, soothe-able)Loadout + one mistake window so kids can win
RewardBond XP, chance of shed materialShells, story, sometimes a craft recipe

6.9 Experience and growth

7. Player systems

7.1 Identity

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.

7.2 The trail four

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).

7.3 Sanctuary

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.

7.4 Field Ledger

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.

7.5 Economy and satchel

7.6 Starters (original trio)

Canopy

Sibolpup

Sprout-backed ridgeback. Molts to Malubay, then to Aninoak. Teaches positioning and Guard.

Ember

Gatong

Kiln-skink. Molts to Bagangit, then to Haribok. Teaches Strike and heat fields.

Brine

Lambig

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.

7.7 Sample wild roster (not the full 80)

NameTonesWhereRole
TikitikPulseHarbor roofsEarly Tempo scout
HarorotBrine / GraniteTide poolsGuard wall
BalinsayGaleWindspineQuick arts
BungisGraniteKarstHeavy Might
UmbokDuskNight roadsSoothe / Gloom
SambongCanopyMangroveRoot support
ArawiskGleamAtoll sprayChorus battery
UlingidEmber / DuskAshfallOptional molted terror

7.8 People

7.9 Save, settings, and web persistence

8. User experience and controls

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.

8.1 Verbs (platform-agnostic)

VerbDoesNever does
MoveWalk / analog run past 70% stickSnap to tiles
LookOrbit cameraInvert by default on mobile (offer toggle)
ActionTalk, pick up, call wild, confirmAttack on the field; combat is a mode
CancelBack out of UI, drop crouchSoft-reset the game
MenuPause: trail, satchel, ledger, map, settings, saveTwelve nested bags
ContextCrouch / climb / lantern holdA second confirm that fights Action

8.2 Mobile overworld (portrait default, landscape supported)

  • Left third: virtual stick, 12px deadzone, recenters on lift. Sprint is stick magnitude, not a separate run key (thumbs cannot spare it).
  • Right third: drag to look. Invert Y in settings. Sensitivity slider with a “bus ride” preset (low).
  • Action: large lower-right disc, 44px minimum. Context label floats above it (“Talk”, “Call”, “Climb”).
  • Crouch / lantern: smaller button above Action. Hold lantern, tap crouch.
  • Top corners: Map and Menu. Both are reachable by the non-stick thumb in landscape; in portrait they stay out of the stick.
  • No always-on joystick chrome when UI is open. Stick hides in menus and battles.
  • Safe area: respect notches. Never put Action under home-indicator swipe.

Tap-to-move is an accessibility option: tap ground to walk, tap character to Action. Camera still drags.

8.3 Mobile battle

Bottom sheet, not a 1996 text box with a blinking triangle. The 3D arena stays visible in the top 55%.

8.4 Web keyboard and mouse

InputOverworldBattle / menus
WASDMoveMove highlight
Mouse drag / RMB holdLook—
ScrollCamera distance (clamped)—
E or left click on promptActionConfirm
Q / EscCrouch / cancelCancel
Tab or MMenu / mapClose or map
1–3—Arts
4—Chorus
F—Satchel
C—Switch
SpaceSkip lineConfirm / 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.

8.5 Gamepad (optional, web and mobile with a controller)

Stick / faceMap
Left stickMove
Right stickLook
South (A / Cross)Action / confirm / pulse
East (B / Circle)Cancel
West (X / Square)Crouch / lantern tap
North (Y / Triangle)Map
StartMenu
LB / RBTrail 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.

8.6 Camera rules

8.7 UI writing and readability

8.8 Onboarding, first 12 minutes

  1. Wake in the stilt house. Move + look only.
  2. Harbor: Action on Lola, then Sela. No combat.
  3. Beach: pick a starter by walking up and backing it. First wild is a Tikitik you can Leave.
  4. Clinic + satchel fruit. Jun duel is scripted easy.
  5. Kael’s kiln trial teaches tones with a single Strong/Dull example, then Mark 1, then the boat.

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.

8.9 Web-specific UX

9. Engine choice: Godot 4.5+

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)
WebWasm + WebGL2 Compatibility renderer; single-thread export avoids COOP/COEP pain and works on iOS SafariLarger player; fine for heavy 3D, worse first-load on a friend sandbox
Language on webGDScript exports todayC# works, but we do not need that ecosystem for this scope
MobileSmaller APK/IPA, lower RAM for stylized scenesBetter ads/IAP plugins — unused, we are not building gacha
Cost / lock-inMIT, no seat feeInstall-base and services we do not need yet
FitHand-authored islands, low entity counts, custom UIWins if we later want photoreal or huge third-party stacks
Use the standard Godot build with GDScript, not the .NET build, until C# web export is boringly official. Script everything that ships to roxette.mastersofcreation.com/roxemon in GDScript.

9.1 Render and export

9.2 Project map (Godot)

PathOwns
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

9.3 Hosting the web build

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/.

9.4 v1 vertical slice (build this first)

  1. Port Sibol streets + beach + clinic (one chunk).
  2. One starter, Tikitik, Jun duel, Kael shrine (three arts, no Chorus yet).
  3. Mobile stick + web WASD + battle cards.
  4. Save / load. Then Chorus, then island 2.

10. Art and audio direction (anti-clone)

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.

11. Risks

RiskMitigation
Players say “it is just Pokémon”Visible world encounters, Heartcharm pact, 4-party, shrines, Chorus, no balls, original roster art first
Web 3D too heavyChunk streaming, Compatibility renderer, low preset, slice before island 5 particles
Touch camera nauseaLow-sensitivity preset, tap-to-move, reduce motion
Scope explosion to 151 clonesHard cap 80. Slice ships with ~18

12. Research sources (for the team, not for shipping copy)

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.