# Claude Code Build Prompt — Corporate Ladder Game MVP Copy everything below the line into Claude Code as your starting prompt. --- I want to build a browser-based career simulation game called (working title) "Corporate Ladder." This is a **minimum viable prototype** — please treat this as the first phase of a larger project, and follow a research/plan-first approach before writing code: propose a file/folder structure and data schema first, surface any open questions, and get my explicit go-ahead before you start implementing. ## Core Concept A turn-based career sim. The player starts in the mailroom of a modern corporate office. Each turn (treat a turn as one day), the player is shown a short scripted scenario and picks from 2–3 choices. Choices affect the player's money, a skill stat, and relationship stats with two NPCs (a boss and a coworker rival). The game has no fixed length — the player can keep taking turns indefinitely — and at any point can trigger a "wrap up my career" retrospective screen summarizing what happened. This is explicitly a **prototype/foundation**, not the full game. The most important requirement is that everything be **data-driven**: characters, events, and choices should live in data structures (JSON or equivalent) that a generic engine reads and processes. Do not hardcode character-specific or event-specific logic in the engine — the engine should not need to change to add a new character or event, and eventually should not need to change to support an entirely different theme/setting (e.g. Wild West instead of corporate office). Please design the schema with that future flexibility in mind, even though this build only needs to ship the corporate/mailroom content. ## Tech Stack - Fully client-side: plain HTML, CSS, and JavaScript. No required backend — it should be able to run by opening a static HTML file (or via a trivial static file server for local dev). - Keep dependencies minimal. Avoid heavy frameworks unless you think there's a strong reason — I'd rather this stay simple and easy to reason about. - No database, no accounts. State lives client-side. ## Required Features for This Build ### 1. Core Turn Loop - Player starts a new game in the mailroom with starting values for money, one skill (e.g. "negotiation"), and neutral relationship stats with the two NPCs. - Each turn presents a short text scenario and 2–3 choices. - Choices apply effects to money / skill / relationship stats. - Some choices may require a minimum skill level to be available (a simple gating mechanism). - No fixed number of turns — the player can keep playing. ### 2. Two NPCs - A boss and a coworker rival. - Each has: name, a short flavor description (personality/appearance text, purely for color), a role-type tag (`boss` / `rival`), and three numeric relationship stats toward the player: `likes_you`, `fears_you`, `wants_to_help_you`. - Design the character schema so additional role types (e.g. `mentor`, `peer`) could be added later without changing engine code. ### 3. Random Events - Implement a small handful (4–6) of simple random events using the *same* data structure as regular scripted turns — i.e. an event is just another entry in the event/turn data with a tag marking it as a random event and some trigger condition (e.g. a probability or a stat threshold). Do not special-case these in the engine logic. ### 4. Soft Failure State - If money drops below zero (or some defined threshold), don't end the game. Instead, surface a distinct "hard times" branch of choices — e.g. take out a loan (debt that must be paid down over time) or do a demeaning favor for the rival (which affects relationship stats and possibly unlocks money). The player should be able to work their way back out. ### 5. Retrospective / Ending Screen - A "wrap up my career" action the player can take at any time. - Shows: final money, final relationship stats with each NPC, and a short list of notable moments/events from their playthrough (pull from a simple history log kept during play). - This screen's structure should be the same regardless of how the playthrough went — it's a summary, not a win/lose screen. ### 6. Save System - Auto-save to browser local storage as the player progresses. - An explicit "Export Save" button that downloads the current game state as a JSON file, and an "Import Save" option to load one back in. ### 7. Feedback & Logging System - On every turn screen, include a small, always-visible (for now) feedback widget: thumbs up / thumbs down / neutral buttons, plus an optional free-text comment box. The player is never required to interact with it. - Also include an optional field where the player can note "something I wanted to do that wasn't an option here." - Log every turn's chosen action and its effects, along with any feedback given, to a **separate log** that is exportable independently from the game save (a separate "Export Feedback Log" button/JSON file). This should not be mixed into the save-game file. ## Data Schema (Starting Point — feel free to refine, but keep me in the loop on changes) ``` Character: id: string name: string role_type: string // e.g. "boss", "rival" description: string // flavor text likes_you: number fears_you: number wants_to_help_you: number TurnEvent: id: string stage_tag: string // e.g. "mailroom" (for future level filtering) is_random_event: boolean description: string options: [ { label: string effects: { money?: number, skills?: { [name]: number }, relationships?: { [character_id]: { likes_you?: number, fears_you?: number, wants_to_help_you?: number } } } requires?: { skill: string, min: number } } ] PlayerState: money: number skills: { [name]: number } relationships: { [character_id]: { likes_you, fears_you, wants_to_help_you } } history: [ { turn_id, event_id, choice_label, timestamp } ] FeedbackLogEntry: turn_id: string action_taken: string rating: "up" | "down" | "neutral" | null comment?: string desired_but_unavailable_action?: string ``` ## What NOT to Build Yet - No promotion mechanic or second tier/level — mailroom only for this build. - No AI/LLM integration of any kind yet — this build is fully scripted. - No AI-generated images or video. - No multiple themes/settings — corporate/mailroom only, but keep the schema theme-agnostic in spirit (i.e. don't bake "mailroom" assumptions into the engine logic itself, keep it in the data). - No multiplayer — this is a permanent design decision, not just an MVP gap. - No account system or server-side persistence. ## Process Please: 1. Propose a project structure and confirm the data schema with me before writing implementation code. 2. Flag any open questions (e.g. exact starting stat values, exact effect magnitudes) rather than guessing silently — reasonable defaults are fine but call them out. 3. Build incrementally, and let's check in after the core turn loop works before layering on the feedback system, save/export, and random events. 4. Keep commits small and incremental rather than one giant commit at the end. Let me know once you've reviewed this and have a proposed structure, or if you have clarifying questions before we start.