# Game Pitch: [Title]

*Version: [Draft Number]*
*Date: [Date]*

---

## The Hook

> [One powerful sentence. If someone reads nothing else, this should make them
> curious.]

---

## What Is It?

[2-3 sentences expanding the hook into a clear picture. Genre, setting, core
mechanic, and what makes it special.]

---

## Why Now?

[Why is this the right game at the right time? Market trends, audience gaps,
technology enablers, cultural relevance.]

---

## Target Audience

**Primary**: [Who is the core audience? Be specific — not "gamers" but
"roguelike fans who enjoy build-crafting and short sessions"]

**Secondary**: [Adjacent audience who would also enjoy this]

**Market Size**: [Estimated TAM based on comparable titles]

---

## Comparable Titles

| Title | Similarity | Our Differentiation | Commercial Performance |
| ---- | ---- | ---- | ---- |
| [Game 1] | [What's similar] | [What's different/better] | [Revenue/units if known] |
| [Game 2] | [What's similar] | [What's different/better] | [Performance] |
| [Game 3] | [What's similar] | [What's different/better] | [Performance] |

---

## Core Experience

### The Player Fantasy
[What does the player get to BE or DO? The emotional promise.]

### Core Loop (30 seconds)
[Describe the primary activity]

### Session Flow (30 minutes)
[What does a typical session look like start to finish?]

### Progression Hook
[Why do players come back tomorrow?]

---

## Key Features

1. **[Feature Name]**: [1-2 sentence description of what it is and why it
   matters to the player]
2. **[Feature Name]**: [Description]
3. **[Feature Name]**: [Description]
4. **[Feature Name]**: [Description]
5. **[Feature Name]**: [Description]

---

## Visual Identity

[Brief description of the art style, mood, and visual tone. Include reference
images or mood board link if available.]

**Art Style**: [e.g., "Hand-painted 2D with dynamic lighting, inspired by
Hollow Knight's atmosphere but with warmer colors"]

---

## Audio Identity

[Brief description of the sonic palette and musical direction.]

**Music**: [e.g., "Adaptive orchestral with folk instruments, shifting based
on biome and combat intensity"]

**SFX**: [e.g., "Crunchy, satisfying impact sounds. Tactile feedback on every
player action."]

---

## Business Model

| Aspect | Plan |
| ---- | ---- |
| **Model** | [Premium $X / F2P / etc.] |
| **Platforms** | [Steam, Console, Mobile] |
| **Price Point** | [$X.XX] |
| **DLC/Expansion Plans** | [Post-launch content strategy] |
| **Monetization Ethics** | [What we will and won't do] |

---

## Development Plan

| Milestone | Duration | Deliverable |
| ---- | ---- | ---- |
| Concept & Pre-production | [X weeks] | Game concept, pillars, vertical slice plan |
| Vertical Slice | [X weeks] | Playable slice demonstrating core loop |
| Alpha | [X weeks] | All features in, content placeholder |
| Beta | [X weeks] | Content complete, polish pass |
| Launch | [Date] | Release build |

**Team Size**: [X people, roles]
**Engine**: [Godot / Unity / Unreal]
**Estimated Budget**: [Range if applicable]

---

## Risks and Mitigation

| Risk | Likelihood | Impact | Mitigation |
| ---- | ---- | ---- | ---- |
| [Risk 1] | [H/M/L] | [H/M/L] | [How we handle it] |
| [Risk 2] | [H/M/L] | [H/M/L] | [Mitigation] |
| [Risk 3] | [H/M/L] | [H/M/L] | [Mitigation] |

---

## The Ask

[What do you need? Funding, publishing deal, team members, feedback? Be
specific about what you're looking for and what you're offering in return.]
