Use $roblox-game-recipe with my NubePilot Game Maker brief below. Prefill saved preferences, inspect relevant project context and coordinate the specialists. Prepare the game design and a concrete first playable slice plan; implement only within my actual task authorization. The Game Studio browser defaults must not replace native Roblox production. Continue independent authorized work while material decisions are pending.

# Slap for Eggs

Status: planning — no game, agent run or artistic review is claimed.

## Idea
> Slap bouncy guardians into targets with perfect timing.
> 
> Loop: slap bouncing nest guardians into soft target zones to release eggs; aim and timing matter more than raw force. Start PvE. Controls: camera aim plus E / target highlight and Slap / right stick plus R2. Success/failure: land the guardian in the target; misses reset it to a safe position after a short delay. Upgrades: controlled force, recovery and trick-shot variants. First slice: one guardian, one target, readable windup/impact, miss reset and egg; validate distance and cooldown on the server and avoid unrestricted player flinging.

## Starting direction
Custom direction
Carry over shared preferences. Choose a visual benchmark before dependent art production.

- Models: Choose silhouettes and proportions by actor category.
- Textures: Choose clean toy, painted or another referenced surface direction.
- Animation: Match intent, weight, contact and recovery to an actual motion benchmark.
- VFX: Use authored textures and meshes where the reference needs them.
- UI: Select a concrete screen benchmark and preserve gameplay readability.
- Limits: Genre-specific visual choices need a concrete reference.

## First playable moment
> one guardian, one target, readable windup/impact, miss reset and egg; validate distance and cooldown on the server and avoid unrestricted player flinging.

Primary view: Mobile + desktop
Mode: Game Design Studio — prepare the playable-slice design
Production: native Roblox Studio / Luau.

## Reference notes
> Shared EggGames art: cream tapered eggs, three turquoise oval spots, small gold sparkle. Same silhouette and six rarity palettes across all 23 games. Concept: https://egggames.nubepilot.com/assets/egg-family-concept-v1.png . Steal an Egg informs the HUD hierarchy; use original UI assets. Combat/card layouts adapt to their genre. 

## Boundaries
> Start one native Roblox/Luau vertical slice. Reuse shared egg art and collection systems. Keep game-specific mechanics distinct. Session prototype first, server-authoritative grants, keyboard/touch/gamepad support. Keep source, mocked tests, native verification and final art review separate. No paid generation or game publication is authorized by this brief. This game has a design and scaffold; its action gameplay is not yet implemented.

## Questions to resolve only when material
- How does the player control the action? Define camera, inputs and player decisions.
- What makes combat readable? Targeting, warnings, hit windows and recovery.
- What progresses and what is saved? Separate run growth from lasting progress.
- What content is essential first? The smallest complete art, UI and audio set.
- What must survive interruption? Reset, reconnect, rewards and effect cleanup.
- What proves this slice is done? Native proof, playtests, review and acceptance.

## Team handoff
One overseer assigns relevant design, audience, modeling, animation/VFX, UI and gameplay specialists in dependency waves. Record actual identities, essential context, owned files, dependencies, outputs and done evidence. The roster contains role briefs, not running reviewers. Read available project context before asking for facts.

## Definition of done
Agree the requested slice and observable acceptance checks. Show concrete art/UI direction. Deliver editable source, actual native playback and lifecycle checks, relevant device evidence and independent judgments tied to the exact revision. Keep implementation, native verification, judging, owner acceptance and publishing separate.

## Quality contract
Claude boss judges · Picture + Sound /100 (1.0.0)
Picture /100 and Sound /100 are separate holistic opinions, using the recovered Claude boss criteria and calibration. No weighted substitute, conversion, average or favorable rerun of unchanged work. Current target: Picture >= 70/100 and Sound >= 70/100 for required kit and moves; retain higher applicable gates. All must-fix findings and applicable technical gates must be resolved. These current floors do not rewrite historical scores.
Models and animation are judged in Picture's integrated native result, with qualitative asset checks; no invented standalone model weighting. Real Claude review requires actual separate Claude invocations and receipts, not named aliases.

- Original continuous native video for every required move/beat in Full, Mobile and Reduced, plus exact references and capture conditions; stills and browser prototypes cannot substitute.
- Two distinct actual Claude Picture and Sound reviewers, independent of builders; actual provider/model receipt bound to the frozen candidate and returned report.
- Picture and Sound each at least 70/100 for the kit AND every required move; no averaging, normalization, unknown substitution or required-case removal.
- Every unresolved must-fix blocks target completion even above 70; preserve negative findings and prior rounds.
- Telegraphs precede every damaging contact, hit sets match expected sets, and Full/Mobile/Reduced retain identity and danger cues.
- Aim for one frame at actual capture rate; main contact sound must never exceed the 33 ms/two-frame archival ceiling. Disclose misses of the stricter one-frame goal.
- No native render freeze over 150 ms at a contact; retake failed captures.
- Delivered -18 ±2 LUFS, true peak ≤-1 dBTP, and tail fade at least 0.3 seconds; every visible beat audible and no required voice dropped.
- Actual native playback, dependencies/access, import, repeat/cancel cleanup and applicable performance checks; unknowns stay unknown.
- Respect the selected game’s kit, camera, rig, reduced-emitter, audience, rights and proposal-label rules. Dungeon first-cut rules are scoped, not forced onto unrelated game designs.

## Deliver and remember
Preserve rejected revisions and raw reviews. Deliver inspectable native evidence and specific remaining gaps. Save scoped owner feedback and next steps. A planning packet does not grant spending, publication or asset rights.
