Save the PawsAI · Claude 3.5
Game information
AI generation prompt
Core Game Loop and Mechanics
Bee-Gone Buddy is a 2D physics-based puzzle game where players draw protective structures to shield a cute pet from attacking bees.
Moment-to-Moment Gameplay
- Observe: Player sees the pet's position, bee spawn points, and environmental hazards
- Plan: Player considers where to draw their protective structure (only ONE drawing allowed per level)
- Draw: Player draws a line/shape on screen with their finger (mobile) or mouse (desktop)
- Watch: The drawn shape solidifies into a physics object and falls/settles due to gravity
- Survive: After a 3-second countdown, bees swarm toward the pet. Player watches to see if their structure protects the pet for 10 seconds
- Result: Level ends with success (pet saved) or failure (bee reaches pet)
Core Mechanics
Drawing System
- Player can draw ONE continuous line per level attempt
- Line converts to a solid physics body with collision
- Drawing has limited "ink" (line length) shown by a meter
- Line thickness is consistent (about 20 pixels)
- Drawing is disabled once the player releases their finger/mouse
Physics Interactions
- Drawn structures obey gravity and fall naturally
- Structures collide with terrain, pet, and bees
- Bees bounce off structures realistically
- Pet can be pushed by structures (but shouldn't be crushed)
Bee Behavior
- 3-5 bees spawn from designated spawn points
- After 3-second countdown, bees fly directly toward pet
- Bees bounce off obstacles but try to find alternate paths
- If a bee touches the pet, level fails immediately
- Bees have simple AI: move toward pet, bounce on collision, slight randomness
Win/Lose Conditions
- Win: Protect pet for 10 seconds after bees start attacking
- Lose: Any bee touches the pet
- Star Rating (1-3 stars):
- 1 star: Pet survives
- 2 stars: Pet survives + use less than 80% of available ink
- 3 stars: Pet survives + use less than 60% of available ink
Progression and Engagement
What Drives Replayability
- Star rating system encourages efficient solutions
- Multiple valid solutions per level
- Satisfying physics interactions
- Adorable pet reactions create emotional investment
- Quick retry loop (no lengthy animations)
Difficulty Progression
- Early levels: Simple flat terrain, few bees, generous ink
- Mid levels: Angled terrain, more bees, limited ink
- Later levels: Moving platforms, environmental hazards, complex layouts
Starting Scope
First Iteration (Implement Now)
Core Features
- 5 carefully designed levels with increasing difficulty
- Single pet type (dog) with 3 emotional states: neutral, scared, happy
- Drawing system with ink limit
- Physics simulation for drawn structures
- Bee AI with direct pathfinding toward pet
- Star rating system (1-3 stars based on ink usage)
- Level complete/fail screens with retry option
- Touch and mouse drawing controls
- Juice effects: wobbling drawn lines, particle effects on bee collision, slow-motion when bee gets close
Level Design (First 5 Levels)
- Tutorial: Flat ground, pet in center, 2 bees from one side, generous ink
- Both Sides: Flat ground, bees from left and right, medium ink
- Elevated Pet: Pet on small platform, bees from below, requires ceiling/roof strategy
- Angled Terrain: Pet on sloped surface, bees from above, must use terrain cleverly
- The Gauntlet: Pet in corner, 4 bees from multiple angles, limited ink
Visual Polish
- Smooth line drawing with slight wobble effect
- Particle effects when bees hit structures (small honey splashes)
- Pet animations: idle, scared (when bees approach), happy (when saved)
- Bee animations: flying, bouncing
- Slow-motion effect when bee gets within 50 pixels of pet (0.5x speed)
Audio
- Drawing sound (satisfying chalk/marker sound)
- Bee buzzing (increases in intensity as they approach)
- Collision sounds (bees hitting structures)
- Pet sounds (scared whimper, happy bark)
- Victory jingle
- Failure sound
Future Iterations (Not Implementing Yet)
- Additional pet types (cat, hamster) with unique sizes/hitboxes
- Environmental hazards (spikes, lava, wind zones)
- Moving platforms
- Multiple drawing attempts per level
- Power-ups (extra ink, slow-motion ability, bee repellent)
- More complex bee behaviors (swarm intelligence, different bee types)
- Level editor
- More levels (aim for 20+ eventually)
Game Perspective
Fixed-screen side-scrolling perspective with the entire level visible at once. The camera does not move - all gameplay happens within the 720×1280 viewport. This allows players to see the full puzzle layout, plan their drawing strategy, and watch the entire physics simulation unfold.
Game World and Level Design
Visual Layout
- Game area: Full 720×1280 screen
- UI overlay: Top 150px for level info, ink meter, star display
- Play area: Remaining 1130px height for actual gameplay
- Terrain rendered as solid platforms with grass/ground texture
- Background: Bright, cheerful outdoor scene (sky, clouds, trees in distance)
Level Structure
Each level contains:
- Pet spawn point: Fixed position where pet sits
- Bee spawn points: 2-5 locations where bees appear
- Terrain: Platforms, ground, walls (static physics bodies)
- Ink limit: Maximum line length player can draw (varies by level)
Level 1: "First Buzz" (Tutorial)
Ink Limit: 400 pixels (generous)
Layout:
- Flat ground across bottom (y: 1200)
- Pet at (360, 1150) - center bottom
- 2 bee spawn points at (100, 400) and (150, 450) - left side, mid-height
- Simple solution: Draw a vertical or angled wall on the left side
Level 2: "Surrounded"
Ink Limit: 350 pixels
Layout:
- Flat ground across bottom (y: 1200)
- Pet at (360, 1150) - center bottom
- 3 bee spawn points: (100, 400) left, (620, 400) right, (360, 300) top
- Requires strategic roof/wall combination
Level 3: "High Ground"
Ink Limit: 300 pixels
Layout:
- Ground at bottom (y: 1200)
- Small platform at (300, 900) - 120px wide
- Pet at (360, 850) - on the platform
- 3 bee spawn points at (100, 1100), (200, 1100), (300, 1100) - below pet
- Requires drawing a roof/ceiling above pet
Level 4: "Slippery Slope"
Ink Limit: 350 pixels
Layout:
- Angled ground: slopes from (0, 1000) to (720, 1200)
- Pet at (600, 1120) - on the slope, right side
- 3 bee spawn points at (100, 300), (200, 350), (300, 400) - top left
- Bees must navigate the slope; player can use terrain to their advantage
Level 5: "Bee Siege"
Ink Limit: 280 pixels (challenging!)
Layout:
- L-shaped terrain: vertical wall (0, 800) to (0, 1280), horizontal ground (0, 1280) to (300, 1280)
- Pet at (150, 1230) - in the corner
- 4 bee spawn points: (400, 300), (500, 350), (600, 400), (650, 500) - right side, various heights
- Requires efficient use of limited ink to create protective barrier
Physics Parameters
- Gravity: 980 pixels/second² (standard)
- Drawn structure density: Medium (not too heavy, not too light)
- Bee speed: 150 pixels/second
- Bee bounce: 0.6 restitution (bouncy but not crazy)
- Pet is a static body (doesn't move from physics, but can detect collisions)
Edit Mode Design
Editable Properties
Players can customize these aspects in Edit mode:
Pet Customization
- Pet Position: Drag pet to new location within play area
- Pet Type: Choose between Dog, Cat, or Hamster (visual only, same hitbox)
- Constraint: Must be within play area bounds
Bee Configuration
- Number of Bees: 1-6 bees
- Constraint: Minimum 1, maximum 6
- Bee Spawn Points: Drag spawn point markers to reposition
- Constraint: Must be at least 200px away from pet
- Bee Speed: Slider from 100-250 pixels/second
- Default: 150
- Constraint: Affects difficulty
Level Settings
- Ink Limit: Slider from 200-600 pixels
- Default: 350
- Constraint: Affects difficulty and strategy options
- Survival Time: Slider from 5-15 seconds
- Default: 10
- Constraint: How long pet must survive
Terrain Editing
- Add Platform: Click to place rectangular platforms
- Constraint: Maximum 5 platforms per level
- Constraint: Platforms must be at least 80px wide and 20px tall
- Remove Platform: Click existing platform to delete
- Platform Position: Drag platforms to reposition
- Constraint: Must be within play area
Visual Theme
- Background: Choose from 3 preset backgrounds (Garden, Beach, Forest)
- Time of Day: Day, Sunset, Night (affects lighting/colors)
Edit Mode UI
- Top Bar: "Edit Mode" label, "Play Test" button, "Save" button
- Left Panel: Pet and bee configuration tools
- Right Panel: Level settings and terrain tools
- Canvas: Visual representation of level with draggable elements
- Bottom Bar: Theme and visual options
Constraints Summary
- Pet must be in play area
- Bees must spawn 200+ pixels from pet
- 1-6 bees maximum
- 0-5 terrain platforms
- Ink limit: 200-600 pixels
- Survival time: 5-15 seconds
- Bee speed: 100-250 px/s
Control Design
Mobile Controls (Touch)
Drawing Phase
- Touch and drag: Draw protective line
- Touch down to start drawing
- Drag finger to continue line
- Release to finalize structure
- Line converts to physics object immediately on release
- Visual feedback:
- Line appears under finger as it's drawn
- Ink meter depletes in real-time
- Line turns red if ink runs out
Observation Phase
- Tap anywhere: Speed up countdown timer (skip to action)
- No other controls needed: Player watches physics simulation
UI Interactions
- Tap retry button: Restart level
- Tap next level button: Proceed to next level
- Tap menu button: Open pause menu
Desktop Controls (Keyboard/Mouse)
Drawing Phase
- Click and drag: Draw protective line
- Mouse down to start drawing
- Drag mouse to continue line
- Release to finalize structure
- Visual feedback: Same as mobile
Observation Phase
- Click anywhere or Space bar: Speed up countdown
- R key: Quick retry
- Escape: Pause menu
UI Interactions
- Click buttons: Standard mouse interaction
- Enter: Confirm dialogs
- Escape: Cancel/back
Input Handling Details
Drawing System
- Track single touch/mouse pointer
- Store drawing points as array of {x, y} coordinates
- Sample points every 10 pixels of movement for smooth curves
- Calculate total line length in real-time
- Stop accepting input when ink runs out
- Convert point array to physics body on release
Touch ID Tracking
- Store first touch ID when drawing starts
- Ignore all other touches during drawing
- Clear touch ID on release
Prevent Defaults
- Prevent scrolling during touch drawing
- Prevent context menu on long press
- Prevent text selection during drag
Input State Management
- Clear all input states on level restart
- Disable drawing input during countdown and bee attack phase
- Re-enable drawing input only on level restart
Control Feedback
Visual
- Drawing line follows finger/cursor precisely
- Ink meter depletes with visual animation
- Cursor changes to crosshair during drawing phase
- "Release to build" hint appears when drawing
Audio
- Satisfying drawing sound (chalk/marker)
- "Click" sound when drawing starts
- "Thunk" sound when structure lands
- Ink depletion warning sound at 90% usage
Art Style and Visual Theme
Overall Art Direction
Style: Bright, cheerful, cartoon-style 2D art with smooth gradients and soft shadows. Think mobile-friendly, family-appropriate visuals similar to popular casual puzzle games. Clean, readable silhouettes with expressive character designs.
Color Palette:
- Primary: Warm, inviting colors (sky blues, grass greens, sunny yellows)
- Pet: Warm browns, oranges, whites (friendly, appealing)
- Bees: Classic yellow and black stripes, but cute/rounded (not scary)
- UI: Clean whites and light blues with colorful accents
- Drawn structures: Dark brown/charcoal (like pencil/marker lines)
Mood: Playful, lighthearted, slightly comedic. The danger from bees should feel more like a fun challenge than actual threat. Think "Saturday morning cartoon" energy.
Asset Specifications
Character Scale:
- Pet: ~80×80 pixels (medium-sized, clearly visible)
- Bees: ~40×40 pixels (smaller, but still clear)
- Drawn line thickness: 20 pixels (substantial, easy to see)
Viewing Angle: Pure side view (2D profile) for all characters and objects. Terrain can have slight depth/texture but maintains 2D platformer perspective.
Animation Style: Smooth, bouncy animations with slight squash-and-stretch for appeal. Characters should feel alive and reactive.
Visual Elements
Generated Assets:
- Pet character (dog) in 3 emotional states
- Bee character with flying animation frames
- Background elements (trees, clouds, grass)
- UI elements (buttons, stars, ink meter)
- Particle effects (honey splashes, sparkles)
Code-Rendered Elements:
- Drawn structures (rendered as thick lines with slight texture)
- Terrain platforms (simple rectangles with gradient fills)
- Ink meter (progress bar)
- Countdown timer (text)
- Star rating display (can use generated star asset)
Specific Visual Requirements
Pet (Dog):
- Sitting pose, facing right
- Large, expressive eyes
- Floppy ears
- Three emotional states clearly distinguishable:
- Neutral: Calm, slightly curious expression
- Scared: Wide eyes, ears back, slight cringe
- Happy: Big smile, ears perked, maybe tongue out
- Consistent art style across all states
- Transparent background
Bees:
- Cute, rounded body (not realistic/scary)
- Classic yellow and black stripes
- Small wings (can be simple)
- Friendly face (small eyes, maybe smile)
- Slight rotation for flying animation
- Transparent background
Background:
- Bright sky with fluffy clouds
- Distant trees/foliage
- Grass at bottom
- Warm, inviting atmosphere
- Should not distract from gameplay
UI Elements:
- Clean, modern button designs
- Star icons (gold, shiny)
- Ink meter with liquid-like appearance
- Consistent rounded corners and soft shadows
Polish Effects
Juice Elements (enhance game feel):
- Wobble effect: Drawn lines slightly wobble/jiggle when they land
- Particle bursts: Small honey drops when bees collide with structures
- Slow-motion: Subtle time slowdown (0.5x speed) when bee gets very close to pet
- Screen shake: Tiny shake when structure hits ground
- Glow effects: Pet glows slightly when safe, bees glow when approaching
- Trail effects: Bees leave slight motion trail when flying fast
Transitions:
- Smooth fade-ins for level start
- Satisfying "pop" animation for star awards
- Bounce animation for buttons
- Smooth ink meter depletion