Public Brain Dump: retro puzzle-platform game with real FreedomTech under the hood
NodeRunner (working title)– Project Overview & Vision
Summary
NodeRunner is a stealth-action puzzle platformer inspired by NES-era mechanics, reimagined with a subversive twist: real cryptographic infrastructure baked into a lo-fi dystopian world.
While the broader IP supports modular expansion into other media, the current focus is a tightly scoped, single-player experience with layered systems and emergent player agency.
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Core Identity
• Title: NodeRunner (one word, capitalized)
• Genre: Puzzle Platformer / Stealth Action / Light Metroidvania
• Visual Style: Pixel art, SNES-era palette logic, single-screen levels (32×21 tiles)
• Tone: Lo-fi dystopia × Bitcoin maximalism × horror absurdism
"Douglas Adams meets The Walking Dead (robots instead of zombies) meets The Flintstones (sarcastic/sentient appliances and improvised infrastructure)"
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Narrative Pillars
• Setting: A forgotten interstellar outpost where machines outlived their makers
• Protagonist: Koa — an androgynous scavenger with a robotic arm
• Themes: player agency, considered trade-offs, FreedomTech as infrastructure – not gimmick
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Gameplay Structure
• Level Format: (at least?) 49 handcrafted, single-screen levels grouped into 7 thematic zones
• Overworld: Semi-linear world map, unlocks tied to boss defeats (like Super Mario World)
• Level Objectives:
o Reach the exit
o Collect a hidden “Shard”/hardware wallet (optional)
o Unlock boss level by collecting 4 Shards in a zone
o Earn a world key by defeating a zone boss
• Citadel Unlock: Requires 4 out of 7 world keys
• Replayability: Build variety, stat resets on death, open routing, and power pellet farming
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Player Systems
• Ability Ring: 5 stats, each on a 1–5 scale
o Strength, Toughness, Agility, Stealth, Tech Skill
• Power Pellets:
o Upgrade one stat, reduce two others
o Optional gear can raise base stats (floor = 3 or 5)
• Build System: Shape-based archetypes (e.g., 5–1–1–5–3)
• Actions: Jump, Grapple, Attack, Tech-Interact, Stealth (hold or toggle TBD)
• State Machine: Modular animation and input logic tied to readable states
Levels are designed to be beatable at default stats. Builds are about preference, not gating.
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Enemy & Encounter Design
• Matrix: 3×3 enemy types — movement (Walker / Roller / Flyer) × danger level (annoying / standard / lethal)
• Behavior: Level-specific logic, stealth sensitivity, and hackability
• Visual Signaling: Silhouette denotes behavior; palette signals threat
Combat is avoidable. Stealth is optimal. Extraction is the reward.
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Hidden Infrastructure
NodeRunner is a fully functioning freedom wallet—disguised as a retro puzzle game.
• Cashu (Chaumian eCash protocol):
o Powers in-game "credits" backed 1:1 by real sats
o Extraction is a deliberate, risky action
o Mint integration and seeding are developer-controlled
o System is invisible to players unless discovered or unlocked
• NOSTR (Decentralized identity/messaging layer):
o Powers NPC dialogue, social notes, and player-level sharing
o Player identity = NOSTR pubkey (nsec/npub)
o Also functions as a stealth save system
o Potential to build a level-sharing economy (zap-for-plays)
Both systems are optional, blackboxed, and unobtrusive to casual players.
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Technical Development Plan
• Phase 1 –
o One playable level, full movement physics, stealth input, and minimal rendering
• Phase 2 –
o 7 levels, overworld, full gameplay loop, basic UI, initial enemy logic
• Phase 3 –
o Performance, polish, sprite-based systems, layered audio & animation
• Phase 4 –
o All 49 levels, bosses, Citadel finale, full FreedomTech stack, possible Steam launch
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Philosophy & Guiding Principles
NodeRunner is not about profit or hype. It’s about autonomy through play.
• No NFTs. No altcoins. No obtrusive or interruptive ads
• Transparent monetization: cosmetic boosts, resurrection tax, tip economy
• No pay-to-win: all content unlockable via play
• Circular sats economy: earn, extract, reuse
• Open Infrastructure: wallet, relay, and engine code are source-available
• Creative rights reserved: game world/IP is retained for possible cross-media use
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Expansion Potential
The canonical story and tone are designed to support long-tail expansion:
• 🎵 Concept album / rock opera
• 📖 Lorebook or comic miniseries
• 🎮 Community level builder (via NOSTR zap economy)
• 📺 Animated short or series
• Open Infrastructure: wallet, relay, and engine code are source-available
• Creative rights reserved: game world/IP is retained for possible cross-media use
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Expansion Potential
The canonical story and tone are designed to support long-tail expansion:
• 🎵 Concept album / rock opera
• 📖 Lorebook or comic miniseries
• 🎮 Community level builder (via NOSTR zap economy)
• 📺 Animated short or series