⚡ Max Hub

Enter password to continue

🎮 CHORUS MVP Scope — Day 1 Experience

For Gin's Review — Feb 21, 2026

CHORUS MVP Scope — Day 1 Experience

For Gin's Review — Feb 21, 2026

1. MVP Philosophy

What v1 MUST do:

What v1 INTENTIONALLY defers:

The test: A new player downloads, plays 5 minutes, and says either "I want to protect those families again tomorrow" or "meh." v1 exists to get that reaction.

2. Day 1 Experience — First 5 Minutes (Scene by Scene)

Scene 1: First Launch → Tutorial Village (0:00-0:30)

What player sees:

Tutorial overlay text: "Welcome to your village. These families need your help."

Player action: None yet. Just look.

Scene 2: First Action — Net the Mensah Home (0:30-1:00)

What player sees:

The animation (CRITICAL — must be excellent):

  1. Net unfurls over the home — soft whoosh sound
  2. Shimmer effect ripples across the net — like light through mosquito net material
  3. The home's windows glow soft blue-white
  4. Speech bubble from Kwame: "Thank you!" with a little wave
  5. Cause meter ticks: +5 Cause Points

This moment plants the seed. 10 seconds. Player knows the family, protected them, saw the cause impact.

Scene 3: Daytime Actions — The Queue (1:00-3:00)

Player sees their action queue:

Action 1: Drain the Pool

Resource gathering:

By end of daytime: Player has drained the pool, netted the Mensah home, collected resources. The village looks slightly different — cleaner, safer.

Scene 4: Night Falls (3:00-3:30)

Transition:

What player sees:

Scene 5: Night Defense — Wave 1 (3:30-4:00)

The mechanic (Flappy Bird territory):

Tutorial hint: "Tap to swat mosquitoes before they reach the homes!"

Wave 2: Two mosquitoes, different paths. Player taps both. Success.

Wave 3: Three mosquitoes. One gets through to the Diallo home (no net yet). Red flash. Sick villager indicator appears on that home.

Scene 6: Dawn Reveal (4:00-5:00)

The animation (CRITICAL — emotional payoff):

Tally screen:

Cause meter visible: Shows progress toward first net (e.g., "87/200 Cause Points to your first bed net")

Social share prompt (optional):

First Session Complete

Player has experienced:

That's the MVP. Everything else builds on this.

3. Core Loop — The Daily Repeat

Every Session Looks Like This:

OPEN APP
    │
    ▼
DAWN REVEAL (30 sec)
    │ ───► See which homes held overnight
    │ ───► See who got sick
    │ ───► Check cause meter progress
    │
    ▼
DAYTIME ACTIONS (5-10 min)
    │
    ├──► Drain any new stagnant pools (spawned overnight)
    ├──► Net any unprotected homes (priority: families without nets)
    ├──► Treat sick villagers (from last night's breaches)
    ├──► Collect resources (well, trees, etc.)
    ├──► [OPTIONAL] Watch rewarded ad → +Cause Points +Resources
    │
    ▼
NIGHTFALL TRANSITION (10 sec)
    │
    ▼
NIGHT DEFENSE (1-3 min)
    │
    ├──► Waves 1-8 escalate in difficulty
    ├──► Tap/swipe to swat mosquitoes
    ├──► Net quality provides passive defense
    ├──► Some homes will breach — that's OK
    │
    ▼
DAWN REVEAL → NEXT DAY

Day/Night Timing:

4. GDevelop Build Scope — What Actually Gets Built

Scenes (v1)

Scene Purpose Complexity
MainVillage The village map with 4 homes, well, pool Medium
NightDefense The tap/swat mosquito game High (wave logic)
DawnReveal Sunrise animation + tally Medium
TutorialOverlay First-launch instructions Low
CauseMeter Global impact display (persistent UI) Low
PauseMenu Settings, sound, rewarded ad trigger Low

Objects (v1)

Object Type Count Examples
Homes 4 Mensah, Kofi, Diallo, Kamara — each with family name, health state
Characters 12+ Family members with simple sprites, sick/healthy states
Environmental 5 Well, pool (drained + full states), brush, path, community center
Mosquitoes 4 types Basic, darting, grouped, stealth — introduced gradually
UI Elements 15+ Cause meter, resource counter, wave indicator, health bars

Events/Logic (v1)

System Description
Day/Night Cycle Timer-based scene switch + sky color tween
Pool Drain Tap → animation → state change → cause points
Home Net Drag net → shimmer animation → home protected flag
Treat Sick Tap sick home → sparkle animation → villager healed
Mosquito Wave Spawner Wave 1-8 with increasing count/speed
Swat Detection Tap collision with mosquito hitbox
Home Breach Mosquito reaches home → health decrement → sick state
Cause Point Accumulator All actions add to counter → milestone check
Save/Load Local storage for village state, cause points, day count

v1 vs v2 Scope Split

Feature v1 v2
Village homes 4 10-15
Family names 4 fixed Unlock more
Daytime actions 3 (drain, net, treat) +Clear brush, build
Mosquito types 1 (basic) 4 (basic, darting, group, stealth)
Night waves 3 8+
Cause meter Visible, manual update Auto-connected to revenue
Rewarded ads 1 placement (end of day) Multiple triggers
IAP/Cosmetics None Full store
Social sharing Basic card Full wrapped stats
AMF integration Text attribution Real distribution data
Platform iOS +Android

5. Impact Integration — Cause Meter in v1

The Cause Meter Display:

How Points Accumulate (v1)

Action Cause Points
Net a home +5
Drain a pool +3
Treat sick villager +2
Survive night wave +1 per wave
Watch rewarded ad +15

Milestone Celebration (v1)

When meter hits 200:

  1. Screen brightens with gold
  2. Text: "Your first bed net is funded!"
  3. Small animation: a net shimmer cascades across the village
  4. Counter: "You have funded 1 real bed net through AMF"
  5. Attribution: AMF logo + "nets funded: 1"
  6. Share prompt

v1 limitation: This is manual/cosmetic. Real revenue tracking and AMF distribution trigger happens outside game (Gin monitors, triggers milestone manually). v2 automates this.

6. Monetization in v1 — Rewarded Video Only

Placement:

v1 Ad Stack:

v1 Revenue Assumption:

What v1 Does NOT Include:

v1 focus: Prove rewarded video works, cause meter fills, players watch ads for impact.

7. What v1 Deliberately EXCLUDES

Feature Reason Deferred
Chorus Circles (guilds) Requires backend, social graph, moderation. Not core to proving the loop.
IAP Cosmetics Need baseline retention first. Can't optimize cosmetics without DAU data.
Chorus+ Subscription Need baseline ad revenue first. Subscription is a retention play for v2.
Android Build Ship iOS first, prove metrics, then replicate. Faster iteration.
Multi-charity Partner AMF is confirmed. Don't complicate with multi-partner until v2.
Full AMF Data API Manual milestone triggers fine for v1 launch. Automate in v2.
Family Events (births, anniversaries) Nice to have. Core loop (protect/defend) is the priority.
Clear Brush Action 3 daytime actions is enough for v1. More in v2.
Stealth/Darting Mosquitoes Basic mosquito is enough to prove night defense mechanic.
Village Expansion beyond 4 homes Lock expansion for v2. 4 homes = focused emotional attachment.

8. Build Timeline Estimate

Using GDevelop AI Agent

Week Milestone
Week 1 Project setup, village grid, 4 homes with families
Week 2 Netting animation + treat animation (critical feel)
Week 3 Daytime actions (drain pool, collect resources)
Week 4 Night defense core (wave spawner, tap detection, breach logic)
Week 5 Dawn reveal animation + cause meter display
Week 6 Rewarded video integration (AdMob)
Week 7 Tutorial overlay + first-play flow
Week 8 Save/load system + polish
Week 9 iOS export + TestFlight

Honest Assessment:

What Speeds This Up:

What Slows This Down:

9. 🚧 GIN DECIDES — Decisions Before Build

Before Max can start in GDevelop, Gin must confirm:

Decision 1: Game Title

The game needs its own name. CHORUS is the company/brand. The game needs a title.

Options:

Gin: What's the game called?

Decision 2: Single Partner vs Multi-Partner at Launch

v1 commits to AMF. But does v1 show only AMF, or set up for multi-charity later?

Option A — Single Partner (AMF only):

Option B — Multi-Partner Ready (v1 architecture, single launch):

Gin: Single AMF partner now, or build multi-partner architecture from day 1?

Decision 3: Accelerated vs Real-Time Day/Night

How fast does the game loop run?

Option A — Accelerated (v1 default):

Option B — Real-Time:

Gin: Accelerated (faster loops) or Real-Time (immersive)?

Summary — Can We Build This?

The v1 MVP is:

This is buildable in GDevelop by Max using AI Agent.

The unknowns are the 3 decisions above. Once Gin says "yes, build this with [title], [partner strategy], [timing preference]," Max starts Week 1.

QC SIGN-OFF

Ready for Gin's reaction.

✉️ Send to Max