# The Game Clarifier — answer before the project exists

*Six questions. Answer them in writing, in this file, before Godot is
even opened. Vague answers now become expensive rewrites later — "make it
fun" is not an answer, it's a future argument with your AI.*

1. **What does the player DO, second to second?**
   (Run and jump? Aim and shoot? Match and clear?) One verb phrase.
   If you need two, the second one is a later game.
2. **How does the player win, and how do they lose?**
   Reach the flag / survive 3 minutes / score 500 — and the lose state
   must be as concrete as the win state. A game you can't lose isn't
   finished; it's a screensaver.
3. **How long is one play session, and how many levels/rooms?**
   A first game is ONE level, completable start to finish, in under
   5 minutes. Write the number. Scope is decided here, not mid-build.
4. **What does it look like?** Name the art family (e.g. "Kenney Pixel
   Platformer from the First Game Kit") and the view (side / top-down).
   One family. If the answer is "AI will generate art," the answer is
   incomplete until the family and palette are pinned (see the Kit's
   consistency discipline).
5. **What are the controls — exactly?** Every action, every key/button,
   including on a phone touchscreen if it will run in a browser.
   "Arrow keys move, Space jumps" is an answer. "Standard controls"
   is not.
6. **Where will people play it?** Browser on itch.io (the default for a
   first game), Windows download, phone? The export target changes
   real decisions (screen size, controls, file size) — pick one primary.

*When all six have concrete answers, copy them to the top of your
acceptance file. They are the vision the build gets graded against —
and when the AI later suggests something cooler, this file is how you
can tell whether it's your game getting better or a different game
arriving uninvited.*
