# Build plan: Lantern Loop

Status: proposed. This is a planning artifact, not evidence that a feature was built or tested.

## Build sequence
1. F-001: prove pickup, charge, recovery, and feedback in one playable path.
2. F-002: add routes after the core path is readable.
3. Test first-time completion, a second run, empty charge recovery, and rejoin state.

## Feature register
| ID | Status | Feature | Depends on | Acceptance |
| --- | --- | --- | --- | --- |
| F-001 | approved | Lantern pickup and charge | player movement | Player picks one up, sees charge change, and can recover from zero charge. |
| F-002 | proposed | Three route choices | F-001 | Each route has readable risk, reward, and a reason to return. |
| F-003 | deferred | Co-op light sharing | F-001 | Teammates can understand when sharing helps. |

## Test questions
- Can a first-time player explain the immediate goal and complete one loop without coaching?
- Does a returning player face a new meaningful choice rather than only a larger number?
- Does progression preserve a reason for earlier choices?
- Do interruption, rejoin, full inventory, and zero-resource paths recover cleanly?
- Are preserved interactions, sound, and VFX still present and appropriate?

## Scope boundary
One-day scope: one map chunk, one starter item, two route variants, one bank action, and one repeat decision. Exclude a shop, live events, broad content catalog, paid systems, social rank, and polished art until the loop earns them.
