Appearance
Phase 4: Auto-Battle, UI & Save
Depends on: Phase 3 (combat must work).
| # | System | Notes |
|---|---|---|
| 20 | Auto-Battle | Hero follows main road, engages enemies, collects gold, continues. Core idle loop. |
| 21 | Manual Navigation | Tap-to-move off the main path. Toggle auto-retaliate. Active play. |
| 22 | Vendor / Shop | Buy weapons, armor, HP potions with gold. Flat list, gated by cost. |
| 23 | HUD | Collapsable menu bar at bottom of screen. Toggle button expands to Inventory, Equipment, Skills. |
| 24 | Menu Panels | Inventory, Equipment Slot, and Skills panels. One open at a time. |
| 25 | Checkpoint System | Checkpoint at start of each level. Unlock by interaction. Teleport between checkpoints. |
| 26 | Save System | localStorage. Auto-save every 30s + key events. Schema versioning with migrations. |
System Details
Click any system above for the full implementation guide including Koota traits, file structure, implementation steps, and beta references.