🌌 STAR SAILORS — MASTER DESIGN QUESTIONNAIRE
For narrative, mechanics, systems, legacy features, and future expansion
🧠 I. Big Picture Vision
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What is Star Sailors, in your own words?
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What problem does it solve for players?
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What kind of emotional tone should the game evoke — awe, solitude, community, curiosity?
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Do you consider Star Sailors more of a platform or a game?
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How important is scientific accuracy versus poetic license?
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What is the balance between game loop satisfaction and citizen science contribution?
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What do you want a returning player to do first?
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What do you want a new player to do first?
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If Star Sailors had a Netflix adaptation, what would it be about?
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What’s the “seasonal arc” you imagine for this game world?
🧪 II. Science vs Fiction
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Where does science end and fiction begin in Star Sailors?
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Do you plan to allow intelligent life anywhere?
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How abstract should “research” be? A number, a set of resources, a lab scene?
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Would you allow terraforming later?
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Are time periods fixed (now/future), or elastic?
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Are any real-world missions/collaborations off-limits (e.g. NASA, ESA)?
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Would you ever allow faster-than-light tech?
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How long should it take to reach a newly discovered planet — narratively?
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How much of the data comes from real astronomy vs imagined?
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Is “Earth” still inhabited in this universe?
🛰 III. Mechanics: Existing Systems
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What are the current major gameplay systems?
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Which ones are fully implemented?
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Which ones are partially built but abandoned?
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Why were certain systems abandoned (e.g. colony sim, life evolution)?
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What features are fun for you to build but maybe not essential?
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Are there any legacy components you wish you could rewrite?
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Is there any single mechanic you’d double down on if forced to focus?
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Are there redundant mechanics you’ve noticed?
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What do players tend to engage with most?
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What’s the most misunderstood feature?
🧩 IV. Mechanics: Future & Possibilities
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Would you like users to ever design anomalies?
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Would you allow players to build ships or structures?
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What role might factions eventually play?
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What does long-term progression look like?
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What’s the “prestige/reset” mechanic, if any?
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Should a user’s inventory be mostly cosmetic, functional, or both?
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How important is leaderboard-based competition?
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Would you add time-based or location-based events?
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Would you allow community voting on feature unlocks?
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Should player actions affect the shared world (e.g., colonizing a planet)?
🧰 V. Technical / Programming Style
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What is your preferred way to structure components?
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Do you lean toward vertical or horizontal component trees?
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Do you use global state often (e.g. Zustand)?
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How do you handle mobile responsiveness by default?
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What code smells do you dislike most?
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What tradeoffs do you make most often?
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How do you prefer to handle Supabase types — inferred, manually defined, or hybrid?
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What parts of the codebase have the most tech debt?
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What part are you most proud of?
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If someone else had to take over the codebase, what would you need to clean up?
📦 VI. Assets & Aesthetic
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What’s your design palette or theme? (e.g. Nord)
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Do you prefer line icons, pixel art, minimalist?
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Do you generate assets via AI? If so, how do you prompt?
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Are there any icons or assets you wish you had?
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Do you want to support user-created assets someday?
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What kinds of animations feel “right” for Star Sailors?
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What parts of the game need visual polish the most?
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How do you feel about audio — soundscapes, SFX, music?
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Would you allow users to customize the UI skin?
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What games visually inspire Star Sailors the most?
📜 VII. Narrative & Worldbuilding
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Who are the Star Sailors?
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What factions, if any, exist?
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Are players exploring known space, unknown space, or a different dimension?
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Are anomalies physical, spiritual, conceptual?
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Is this a post-human society? Post-collapse?
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Is Earth important in this setting?
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Do different factions have different philosophies?
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Are anomalies part of the worldbuilding (e.g. alien tech), or just gameplay elements?
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Do players ever meet other players in-universe?
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Are there NPCs with memory or arcs?
🧭 VIII. Minigame: Expansion Game
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What does “Control Deck” need to add to the Star Sailors experience?
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What parts of the current game could move into the standalone?
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Should the standalone have more simulation than classification?
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Is the standalone more about managing systems or exploring anomalies?
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Would the standalone game have save slots or sync only?
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Could players earn research points usable in both games?
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Would Control Deck have crew? Can they die?
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What’s the pacing — daily play or long sessions?
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Could the control deck influence anomalies in the web game?
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How often do you want the two games to “talk” to each other?
🔁 IX. Cross-Game Connectivity
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What tables should be shared between the web and the standalone game?
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What data should not be shared?
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Could there be in-game mail/messages between players?
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What happens if a user plays only the standalone game?
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What happens if a user never touches the standalone?
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Should new players be funneled into one version first?
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Should rewards ever be locked to only one platform?
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How would progress carry over if the player switches platforms?
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Would you allow real-time notifications (e.g. satellite is back)?
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Do you want players to be able to access the standalone offline?
🧑🚀 X. Player Lifecycle
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What should the first 10 minutes of gameplay look like?
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What does a player do on day 5?
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What about day 30?
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What are the key motivations to return?
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What do lapsed users miss out on?
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Should the game be completable?
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Is there a point where players “win”?
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What do whales/spenders get?
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What does a free player get?
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How long is a session intended to be?
🔮 XI. Your Own Motivation
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What part of this project do you enjoy building most?
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What parts do you dread?
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What features have made you happiest once finished?
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What are your long-term goals for Star Sailors — community, research, profit, creative outlet?
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What kind of player are you building for?
Let me know if you’d like this exported as a .md, .txt, or .pdf file to fill out on the flight. Or I can split this into smaller sections (e.g. narrative, gameplay, etc.) if you prefer.