Sister Brawl — 5-Phase AAA Perfection Roadmap

Pure implementation roadmap. Audit methodology → Audits. Verification gates → Audits. Technical details → Systems.


🎯 Juice Law (Golden Rule)

Hitstop before shake. Shake before particles. Slowmo only for the kill.


Confirmed Priority & Scope

DimensionConfirmed Selection
Priority LaneVisual juice & feedback
Core Mechanics⚔️ ALL SIX: Light/Heavy split, Parry, Dodge-ride, Super meter & finishers, Grapple/throws, Terrain interaction
Core Loop Focus🎯 Solo loop perfection, 📈 Meta progression, 🎆 Spectacle moments
Game FeelSnappy & responsive
Polish Priorities📊 HUD refinement, 📳 Screen shake tuning, 🎆 Particle overhaul, ⚡ Hitstop & hitflash, 🎭 Victory/defeat emotes

Phase 1: Juice Foundation (Week 1-2)

Goal: Make every hit feel weighty and readable

TaskFile(s)Verification
Hitstop system — tiered freeze frames (regular=2f, special=2f, combo=5f, KO=3f)src/lib/screenShake.ts, Game.svelte draw2DFrameFrame-count in browser console
Screen shake per-attack profiles — directional, quadratic decay, stackablesrc/lib/screenShake.tsUnit test + visual
Hitflash — 2-frame white→color overlay on damageGame.svelte draw2DFrameVisual confirm
Particle overhaul — cohesive palette, emit on Idle→Attacking, Hitstun, KO, Specialsrc/lib/particleSystem.tsPool ≤200, no GC spikes
Audio initiation SFX — wire attack_swing, jump, block_raise in detectStateChanges()src/lib/audio.ts, Game.svelteSFX on frame 0 of action

Phase 2: Combat Depth (Week 2-3)

Goal: All six mechanics functional and server-authoritative

MechanicClient HookServer Handler (match_handler.ts)Key Details
Light/Heavy splitinput.heavyAttack + charge timerperformHeavyAttack() — armor frames, higher knockbackCharge 30f → heavy, else light
Parryinput.block within 8f windowtryParry() — reflect projectile, attacker Hitstun, defender Special statePerfect block = punish window
Dodge-rideinput.dodge during recoverytryDodge() — 12f iframes, cancels recovery, can cancel into attackDodge→attack cancel
GrappleClose range (dist<1.2) + input.grappleperformGrapple() — position swap, tech window 6fInescapable if not teched
TerrainAuto on collisionresolveTerrain() — wallsplat (vel→0, stun+), ceiling bounce, pit KO, stage transition triggerWall splat = combo extender

Phase 3: Super Meter & Finishers (Week 3)

Goal: Cinematic payoff for skilled play

TaskDetails
Meter buildDamage dealt/taken, combo milestones (5/10/15 hits), parry bonus (+15)
FinisherAt 100 meter + special input → cinematic zoom (2s), slowmo (3f), guaranteed KO
ComebackTrailing team meter gain ×1.5

Phase 4: Core Loops (Week 4)

Goal: Replayable single-player & meta hooks

LoopImplementation
Solo endless waveProcedural bot spawns, scaling difficulty, personal best leaderboard (Nakama storage)
Daily challengeSeeded run (date hash), global board, reward: skin shard
Meta progressionprogressionStore — skins, stages, modifiers, mastery levels per character
Spectacle momentsSlowmo KO cam, crowd meter (fills on combos/KOs), announcer callouts

Phase 5: Polish & Ship (Week 5)

Goal: Production-grade presentation

TaskFile(s)Target
HUD refinementGameHUD.svelteClean HP, large center combo counter, throttled damage numbers (10f), timer
Shake tuningscreenShake.tsPer-attack: light=0.3, heavy=0.8, super=1.5, KO=2.0
Victory screenNEW VictoryScreen.svelteSilhouette, taunt phrase, announcer_winner, particles, 4s auto-dismiss
EmotesGame.svelte + CharacterDefVictory/defeat idle anims + taunt text per character
AccessibilityVariousParry visual tell, input buffering (done), difficulty sliders (solo)

🔄 Genius Engine Sync Protocol

This roadmap is the living plan for Genius Engine cycles. After each cycle:

  1. Update checkboxes in Master Checklist
  2. Add quartz comment at bottom of this page:
    <!-- QUARTZ: YYYY-MM-DD cycle-N — Phase X tasks completed: [list] -->
  3. Flag any scope changes for next Discord interview

Cycle Status Tracker

CyclePhase FocusStatusQuartz Comment
39Juice Foundation (hitstop, shake, particles)✅ Done<!-- QUARTZ: 2026-06-15 cycle-39 — Phase 1: hitstop tiers, shake profiles, particle palette -->
40Combat Depth (parry, dodge, grapple, terrain)✅ Done<!-- QUARTZ: 2026-06-22 cycle-40 — Phase 2: parry 8f, dodge-ride 12f iframes, grapple tech 6f, terrain wallsplat -->
41Super Meter (meter build, finisher, comeback)✅ Done<!-- QUARTZ: 2026-06-28 cycle-41 — Phase 3: super meter, finisher zoom+slowmo, comeback 1.5x -->
42Core Loops (endless wave, daily, meta, spectacle)🔄 Active<!-- QUARTZ: 2026-07-04 cycle-42 — Phase 4: solo endless wave, daily challenge, progressionStore, KO cam -->
43Polish (HUD, VictoryScreen, emotes, accessibility)⏳ Planned

Master Checklist (Copy-Paste for Tracking)

# Phase 1: Juice Foundation
[ ] Hitstop tiers (2/2/5/3 frames)
[ ] Screen shake per-attack profiles + stacking
[ ] Hitflash (2f white→color)
[ ] Particle overhaul: palette, emitters, pool ≤200
[ ] Audio initiation SFX in detectStateChanges()

# Phase 2: Combat Depth
[ ] Light/Heavy split + charge + armor
[ ] Parry 8f window → reflect + punish
[ ] Dodge-ride 12f iframes + cancel
[ ] Grapple close-range + tech 6f
[ ] Terrain: wallsplat, ceiling, pit, transition

# Phase 3: Super Meter
[ ] Meter build (dmg, combo, parry)
[ ] Finisher at 100: cinematic zoom + slowmo + KO
[ ] Comeback 1.5× meter for trailing

# Phase 4: Core Loops
[ ] Solo endless wave + daily seeded + PB board
[ ] Meta: skins, stages, modifiers, mastery
[ ] Spectacle: slowmo KO, crowd meter, announcer

# Phase 5: Polish
[ ] HUD: HP, combo, dmg nums (throttled), timer
[ ] Shake tuning per-attack
[ ] VictoryScreen: silhouette, taunt, announcer, particles
[ ] Emotes per character
[ ] Accessibility: tells, sliders

# Verification
[ ] fun-audit updated → fun-plan → fun-verify ≥3.5
[ ] All competitive integrity tests pass
[ ] No 🔴 killers

Verification Gates

GateCriteriaTool
Phase 1 GateHitstop 2f/5f/3f verified, shake stackable no judder, particles ≤200 poolfun-verify + browser console
Phase 2 GateAll 6 mechanics server-authoritative, no desync in 5min 2P matchE2E test + fun-audit
Phase 3 GateFinisher triggers at 100 meter, slowmo 3f, KO guaranteedVisual + unit test
Phase 4 GateSolo wave scales to wave 50, daily challenge seeded, progression persistsNakama storage verify
Phase 5 Gatefun-verify scorecard ≥3.5 avg, no 🔴 killers, 60fps sustained 5minfun-audit v2 full run

Full audit methodology → Audits


  • Systems → Juice Systems — Hitstop, shake, particle implementation
  • Systems → Combat Systems — Parry, dodge, grapple, terrain server logic
  • Systems → Progression & Elo — XP, levels, Elo, rank tiers
  • Architecture → Constants — Tick rate, arena size, gravity
  • funday-play-shell skill → references/game-feel-patterns.md (hitstop, shake, particles)
  • funday-play-shell skill → references/victory-screen-pattern.md
  • funday-play-shell skill → references/arena-theme-pattern.md

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