- **Logic Branch**: Deterministic. The user requirements are specific mechanics, progression trees, and story beats. No Generative AI is needed for the gameplay loop; hardcoded databases for enemies, skills, and dialogue ensure consistency with the requested Dragon Ball lore. - **Visual Strategy**: High-contrast "Dark Mode" UI with neon accents (Cyan for Ki, Orange for Dragon Balls). Usage of CSS Animations for "Juicy" feedback (screen shake, beam rendering, damage popups). FontAwesome for UI icons. - **Audio Strategy**: Web Audio API implementation to synthesize sound effects (Thud, Beam, Explosion) and a background music loop, ensuring no external assets block loading and complying with the iOS audio unlock requirement. - **Interaction**: Touch-first controls. Instant state updates. RPG / Turn-Based Battler 1. **Data Layer**: Static databases for Maps (DB, Z, Super), Enemies, Allies, Transformations, and Skills. 2. **State Manager**: Handles progression (Map unlocks, Form unlocks), Player Stats (HP, Ki, Zeni), and Party composition. 3. **Engine**: - **Battle System**: Turn logic, damage formulas, AI targeting (Player vs Allies). - **FX System**: CSS Animation triggers and Web Audio synth. 4. **UI Layer**: Reactive rendering of views (Map, Battle, Training, Team, Shop). Deterministic Buttons for Actions (Attack, Skill, Menu). Modal overlays for Story. Immediate execution of logic. Async waits used ONLY for visual timing (animations) before processing the next turn. - **Navigation**: Switch between Map, Training (Masters), Team (Allies), Shop. - **Combat**: Attack (Basic), Charge (Regain Ki), Skills (Kamehameha, Spirit Bomb), Items. - **Progression**: Buy upgrades, unlock transformations via specific boss kills. - Maps unlock sequentially. - High-tier skills require Ki. - Allies have permadeath *per battle* (revive after). - Transformations must be earned via story milestones. 1. **Intro**: Contextual story text. 2. **Map Selection**: Player chooses unlocked stage. 3. **Pre-Fight**: Story modal describing the specific encounter. 4. **Combat Loop**: - Player Input -> Visual FX (Beam/Strike) -> Sound -> Damage. - Enemy Turn -> Attacks Player or Ally -> Visual FX (Red flash) -> Damage. 5. **Victory**: Zeni reward, unlock checks (e.g., "You defeated Frieza! SSJ Unlocked!"). - **Aesthetic**: "Dragon Radar" meets "Modern RPG". Dark greys, bright glowing effects. - **Juice**: - **Impact**: Screen shake on heavy hits. - **Feedback**: Floating damage numbers (Red for player damage, White/Crit for enemy). - **Goku**: Turns red when hit. Transformations have distinct glow effects. Dragon Ball: Universal Journey Dragon Ball: Universal Journey

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