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Cozy HOG Prototype

Phase 1 scaffold for a cozy hidden-object game. See cozy_hidden_object_game_master_plan (1).md (one folder up) for the full design.

Run

  1. Install Godot 4.3+ from https://godotengine.org/download.
  2. Open this folder in the Godot project manager (Import → pick project.godot).
  3. Press F5 — Main Menu loads. Click Play.
  4. Click the colored rectangles where the hidden objects live (positions are in data/scene_01.json). Each click strikes the item off the list and plays a sparkle.

The first launch will regenerate .godot/ and import asset metadata. That's normal.

Status

  • Core loop: clickable hidden objects, object list, found chime, sparkle particle, completion panel
  • Hint system: 60s cooldown, 3 hints/scene, pulse highlight on a random unfound object
  • Save system: user://save.cfg with .bak rotation; per-scene completion + hint count
  • Settings: volume + fullscreen only
  • JSON-driven scene data — tune levels without recompiling

Not yet (Phase 2)

  • Layered parallax backgrounds, wind/flicker shaders, ambient particles
  • Interactive delight props, reveal interactions
  • AI-generated art, mascot
  • Steam integration

Layout

assets/      placeholder art + future AI assets
data/        scene_NN.json definitions
scenes/      .tscn files
scripts/     .gd files (autoloads: GameManager, SaveSystem)
exports/     build outputs (gitignored)

Placeholder art

The current data/scene_01.json references a background and sprites that don't exist yet — scene_loader.gd falls back to colored rectangles so the loop is playable immediately. Drop real PNGs into assets/backgrounds/scene_01/ and assets/objects/scene_01/ to replace them.

Validation gate (week 4)

Show to 3 strangers. Pass = all 3 finish unaided AND ≥1 asks for more levels. Fail = fix the loop before any AI-art work begins.

About

A cozy hidden-object game prototype built with GDScript — hand-crafted scenes, story-driven cases, and a no-fail, no-timer design philosophy.

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