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Week 05· Friday

Gargoyles: Clan of the Night

KidsLive

Built a small game with Lovable as a homage to one of my favorite TV series as a kid: Gargoyles

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Lessons learnt

Use Plans in Lovable to think about what to build next

If you don't know what to build next, just ask Lovable in plan mode. I did this after first version was built. This was the reply:

Plan

A review of what's built and a menu of 6 improvement directions the user can pick from.

Questions answered

Which direction should I build next?

Plan

You've built a surprisingly complete tactical clan-management game. Here's what's already solid, followed by six directions you could go next.

What's already working

  • Title screen, hub navigation, clan roster with day assignments

  • Full hex-grid tactical combat with 6 story missions, abilities, cooldowns, guard stance, dawn/shelter mechanic

  • Cutscene system with branching choices that affect loyalty and unlock codex entries

  • 10-gargoyle roster with egg brooding, hatching, and naming

  • 4 stronghold buildings with gameplay benefits

  • 9 random night events between days

  • Codex/lore gallery with locked undiscovered gargoyles

  • Cloud saves, auth (email + Google), profile settings with avatar upload

  • Donation page

Six directions to go next

1. Sound & atmosphere

The plan mentions ambient loops and combat SFX but nothing is wired yet.

  • Ambient wind/city drone on hub and title screen

  • Combat attack sounds, hit reactions, ability stingers

  • UI click/hover sounds

  • Optional: a short musical theme for the title

2. Side missions & replayability

Right now the only missions are the 6 story chapters. You could add:

  • Patrol missions: shorter 3–5 turn skirmishes against random enemy mixes, available from the mission list between chapters

  • Escort or "survive N turns" win conditions (mentioned in the plan but all current missions are "defeat all")

  • New Game+ after chapter 6: harder enemies, retained roster, a score tally

3. Combat depth

The combat works but the AI is basic and abilities are under-utilised:

  • Smarter enemy AI: flanking, retreating to cover, prioritising low-HP targets

  • Terrain effects: elevated hexes giving +ATK, rubble slowing movement

  • Combo abilities: two gargoyles adjacent trigger bonus damage

  • Stone-form timer UI: a clearer countdown to dawn with tension audio

  • Damage numbers floating on hexes when units are struck

4. Loyalty & character systems

Loyalty is tracked but has no gameplay effect yet:

  • Low-loyalty gargoyles might refuse assignments or flee combat at low HP

  • High-loyalty gargoyles gain bonus XP or a "inspired" combat buff

  • Personal side-quests triggered by loyalty thresholds (e.g. Brooklyn's restless arc, Hudson's honour)

  • Injury history page per gargoyle showing scars and recoveries

5. More content variety

  • 10–15 more night events (currently 9; repeats get noticeable quickly)

  • 3–4 more enemy types: Quarrymen (from the plan), a boss-tier Steel Clan unit, a fast scout

  • Cutscene art stills: one per chapter, generated or sourced, shown behind the dialogue

  • Character detail page at /character/$id with full stats, injury log, and loyalty graph

6. UX polish & onboarding

  • First-time tutorial overlay on the first mission explaining move, attack, and abilities

  • Combat tooltips: hover a hex to see if it's in enemy threat range

  • Better mobile combat controls (the plan says desktop-first, but basic touch friendliness helps)

  • Mission replay summary: stats screen after victory showing damage dealt, turns taken, gargoyles injured

  • Settings page game options: volume sliders, toggle combat animations speed

My recommendation

If you want the biggest player-experience lift for the least scope, combine 1 (sound) with 6 (UX polish). If you want more game to play, start with 3 (combat depth) or 2 (side missions).

Pick a direction and I'll break it into buildable steps.

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