You: generate a list of technologies and resources that can be used to create an interesting idle game that revolves around unlocking letters and typing randomized sequences of the unlocked letters to generate/collect resources which are then spent
Thinking:
The user requests: generate a list of technologies and resources that can be used to create an interesting idle game that revolves around unlocking letters and typing randomized sequences of the unlocked letters to generate/collect resources which are then spent.

So we need to give technologies (programming languages, frameworks, engines) and resources (tutorials, libraries, assets, etc.) that can help build such an idle game. Should include front-end, back-end, database, UI, physics? But it's idle game: less physics. Maybe HTML5/JavaScript frameworks (Phaser, PixiJS, React + Redux). For typing mechanics, maybe use React + typing library, or pure JS. For idle logic: incremental engine. For unlocking letters: use state management. For random sequences: random generator.

Also resources: code libraries for idle/incremental logic (e.g., Incremental.js, GameSparks, GameSparks, or custom). Use open source code. For letter unlocking: maybe store letter array and manage progress.

Also asset resources: fonts, icons, audio, etc. Use open resources: Google Fonts, FontAwesome.

Game engines: Unity (C#), Godot (GDScript), Construct 3, GameMaker Studio. For web: Phaser 3, PlayCanvas, PixiJS. For cross-platform: Unity or Godot.

Also server side: Node.js, Python, Django, Firebase, PlayFab, GameSparks. For storage: localStorage, IndexedDB, Firebase Realtime Database, Firestore.

Resources: tutorials on idle games: e.g., Idle Game Development with Unity by Justin, etc. For letter typing: building a typing test game: tutorials. For incremental logic: "How to build an incremental game in JavaScript".

Also provide design patterns: state machine, command pattern, resource generation logic.

Also mention UI frameworks: React, Vue, Svelte.

Also mention audio: Tone.js or Howler.js.

Also mention asset store: OpenGameArt, Kenney assets.

Also mention community: Indie Game Dev Discord, GameDev StackExchange.

Also mention project management: Git, GitHub, Trello.

Also mention performance: requestAnimationFrame, optimizing.

Also mention using WebGL for better graphics.

Also mention using WebAssembly for performance.

Also mention using TypeScript for type safety.

Also mention using Tiled map editor for UI.

Also mention using WebSocket for multiplayer? Not necessary.

Also mention monetization: ads, IAP.

Also mention analytics: Google Analytics, Amplitude.

Also mention packaging: electron, NW.js, itch.io.

Also mention versioning: npm.

Also mention testing: Jest, Cypress.

Also mention UI design: Figma.

Also mention design docs: Confluence.

So produce a structured list: categories: Game Engine / Framework, Programming Languages, Libraries / SDKs, Tools, Asset Resources, Tutorials & Guides, Community & Support, Deployment & Distribution, Analytics & Monetization, Development Workflow.

In each category, list items. Provide brief description.

Make sure it's a list of technologies and resources that can be used to create an interesting idle game that revolves around unlocking letters and typing random sequences of the unlocked letters to generate resources which are then spent.

Let's produce it.

Response:
Below is a “starter‑kit” of everything you’ll need – from engines and languages to libraries, tutorials, assets, and deployment tools – to build a compelling idle game that lets players unlock letters, type random letter‑sequences, generate resources, and spend those resources on upgrades.

---

## 1️⃣ Game Engine / Framework

| Engine / Framework | Why it fits | Key Features |
|--------------------|-------------|--------------|
| **Phaser 3** (JS) | Lightweight 2D canvas engine, great for idle mechanics, no compile step. | Built‑in tweens, timers, physics (optional), asset loader. |
| **PixiJS** (JS) | Pure rendering engine; combine with a state manager for idle logic. | High‑performance WebGL, plugin ecosystem. |
| **React + Redux** (JS) | Treat the whole game as a UI; perfect for “clicker” logic. | Virtual DOM, declarative UI, easy state persistence. |
| **Unity** (C#) | Full‑blown engine, excellent for cross‑platform (iOS, Android, web). | Rich asset pipeline, physics optional, powerful editor. |
| **Godot** (GDScript / C#) | Open‑source, lightweight, free. | Scene system, signal‑based architecture. |
| **Construct 3** | No‑code visual editor; ideal for rapid prototyping. | Built‑in idle game templates, export to HTML5. |

> **Recommendation**: If you’re aiming for a web‑only idle game, Phaser 3 + React (or just vanilla JS) is the fastest route. For multi‑platform or richer graphics, Unity or Godot are better bets.

---

## 2️⃣ Programming Languages & Tooling

| Language | Why it’s useful | Tooling |
|----------|-----------------|---------|
| **TypeScript** | Strong typing, helps with large state trees (letters, resources). | `tsc`, `ts-node`, IDE support. |
| **JavaScript** | Universal for web engines (Phaser, Pixi). | Babel, Webpack, Parcel. |
| **C#** | Unity / Godot’s default (Godot also supports GDScript). | Visual Studio, Rider, VS Code. |
| **GDScript** | Godot’s Python‑like scripting language. | Godot editor, debugger. |
| **Python** | Backend (Flask/FastAPI) if you need a server for persistence. | Flask, FastAPI, Docker. |
| **Node.js** | Full‑stack JS (frontend + backend). | Express, NestJS, Socket.io. |

> **Tip**: Start with TypeScript + Phaser 3. It gives you type safety and a solid rendering engine while keeping the development cycle short.

---

## 3️⃣ Core Libraries & SDKs

| Library | Purpose | Notes |
|---------|---------|-------|
| **incremental-game** (npm) | A tiny library that handles clicker/idle logic. | Customizable timers, resource rates. |
| **game-state-machine** | For managing unlock states (letters, upgrades). | FSM or simple state trees. |
| **react-virtualized** | Render long lists of letters without performance hits. | Useful for scrollable “letter book”. |
| **howler.js** | Audio playback for typing sounds, click sounds. | Works on browsers & mobile. |
| **Tone.js** | Procedural sound generation (typing sound synthesis). | Adds depth if you want a musical touch. |
| **seedrandom** | Deterministic random generator for sequence generation. | Helps with reproducible gameplay & debugging. |
| **localForage** | IndexedDB wrapper for persisting game state. | Works offline, sync to cloud if needed. |
| **firebase/Firestore** | Cloud persistence, multiplayer or cross‑device sync. | Real‑time database + Auth. |
| **socket.io** | If you plan a multiplayer or leader‑board sync. | Real‑time events. |
| **Amplitude / Mixpanel** | Analytics for player engagement. | Tracks unlocks, clicks, purchase funnel. |
| **React‑Game‑Pad** | Keyboard input handling (including key combos). | Good for typing mechanics. |

---

## 4️⃣ Development Workflow & Tools

| Tool | What it does |
|------|--------------|
| **Git + GitHub** | Version control, collaboration. |
| **VS Code** | Lightweight IDE, great extensions for TypeScript, ESLint, Prettier. |
| **ESLint + Prettier** | Code quality. |
| **Jest / Vitest** | Unit testing for game logic. |
| **Cypress** | End‑to‑end testing for UI flow. |
| **Figma / Sketch** | UI/UX design; prototype the “letter book” and upgrade menu. |
| **Trello / Notion** | Task management & design docs. |
| **Docker** | For local dev server / backend isolation. |
| **Webpack / Vite** | Module bundler / dev server. |
| **GitHub Actions** | CI/CD: build, test, deploy. |
| **Netlify / Vercel** | Easy hosting for static web games. |
| **Itch.io** | Distribution & community feedback. |

---

## 5️⃣ Asset Resources

| Category | Where to Find | Licensing |
|----------|---------------|-----------|
| **Fonts** | Google Fonts, Font Squirrel | Open source / commercial |
| **UI Icons** | FontAwesome, Feather Icons | Free for commercial |
| **Buttons & Sprites** | Kenney Assets, OpenGameArt | CC0 / CC BY |
| **Backgrounds** | Texture Haven, Unsplash | Royalty‑free |
| **Typing Sounds** | Freesound.org | Creative Commons |
| **Music** | Incompetech, Bensound | Creative Commons |

> **Tip**: Keep the UI minimalistic – idle games thrive on simple visuals and clear progress bars.

---

## 6️⃣ Learning & Reference Resources

| Resource | Type | Why it’s useful |
|----------|------|-----------------|
| **“How to Make an Incremental Game” (freeCodeCamp)** | Blog + Video | Step‑by‑step guide to building a clicker in JS. |
| **“Idle Game Design Patterns” (GameDev.net)** | Article | Explains common loops: *click → resource → upgrade → more clicks*. |
| **“Unity Idle Game Tutorial” (Brackeys)** | Video | Unity‑specific, shows resource counters and UI. |
| **Phaser 3 Docs** | Official | Core APIs, timers, tweens. |
| **React Docs** | Official | Hooks, context, state persistence. |
| **Godot Docs** | Official | Signals, scenes, timers. |
| **GameDev StackExchange** | Q&A | Quick answers to engine‑specific questions. |
| **Game Jolt Dev Community** | Forum | Share progress, get feedback. |
| **GitHub Repos** | Code examples | e.g., `joshtronic/incremental.js`, `brycedell/react-game-state` |

---

## 7️⃣ Monetization & Analytics (Optional)

| Service | Use Case |
|---------|----------|
| **Google AdMob / AdSense** | Display ads on web or mobile. |
| **Unity IAP / In-App Purchases** | Sell “premium letters” or ad‑free upgrades. |
| **Facebook Instant Games** | Reach mobile players. |
| **Steam** | Desktop distribution if you go Unity/Godot. |
| **Analytics** | Amplitude, Unity Analytics, Firebase Analytics | Track retention, unlock rate, revenue per user. |

---

## 8️⃣ Deployment & Distribution

| Platform | How to Deploy |
|----------|---------------|
| **Web** | Netlify, Vercel, GitHub Pages (static build). |
| **Mobile (WebView)** | Cordova / Capacitor, build as a PWA. |
| **iOS / Android** | Unity Build (iOS/Android), Godot Export, React Native with Expo + WebView. |
| **Desktop** | Unity (Windows/macOS/Linux), Godot, Electron. |
| **Itch.io** | Upload built package; includes auto‑update & analytics. |

---

## 9️⃣ High‑Level Architecture (What the Game Looks Like)

1. **State Store** (Redux / Context / Godot Nodes)  
   - `lettersUnlocked: Set<string>`  
   - `resourceAmount: number`  
   - `upgradeLevels: { [upgradeName]: number }`

2. **Timer Loop** (Idle generation)  
   - Every `X` seconds: `resourceAmount += baseRate * (1 + upgradesFactor)`

3. **Typing Engine**  
   - Generate a random sequence of currently unlocked letters.  
   - On keypress, validate against sequence.  
   - On success, award bonus resources (`+50 * comboFactor`).

4. **Unlock System**  
   - When `resourceAmount` hits threshold, reveal next letter.  
   - UI shows “unlock” button that spends resources.

5. **Upgrade System**  
   - Upgrade UI that shows cost, benefit, and current level.  
   - Clicking upgrades consumes resources and modifies timers/combos.

6. **Persistence**  
   - Store state in `localStorage` / IndexedDB.  
   - Optionally sync to Firebase for cross‑device play.

---

## 📌 Quick “Start‑Up” Checklist

| Step | What to do |
|------|------------|
| 1 | Pick an engine (Phaser 3 + TypeScript is our default). |
| 2 | Scaffold with Vite + TS. |
| 3 | Install `incremental-game`, `howler.js`, `localforage`. |
| 4 | Create a basic UI: resource counter, unlock button, typing area. |
| 5 | Implement timer loop (idle resource gain). |
| 6 | Add typing logic: random sequence generator + key event handler. |
| 7 | Add unlock logic: check resources, unlock new letter. |
| 8 | Add upgrade logic: create a simple upgrade tree. |
| 9 | Persist state with `localforage`. |
| 10 | Polish UI with Figma assets, add sounds with Howler. |
| 11 | Deploy to Netlify; publish on itch.io. |
| 12 | Add analytics & monetize if desired. |

---

## 🎯 Final Thought

The heart of an idle game is the *progress loop* – click, generate, spend, repeat. With the stack above, you’ll have all the plumbing to implement a letter‑unlocking, typing‑based idle game in just a few weeks, while keeping the code clean, scalable, and portable across platforms. Happy coding!
You: generate the plan using godot as the engine with gdscript. what reources and technologies should our game have in it for t
he tech trees and unlock system. I'm imaging an efficieny optimizing game so that players try to get the most out of every lett
er pressed
Thinking:
We need to provide a plan for a game using Godot and GDScript. The plan should include resources and technologies for tech trees and unlock system, focusing on efficiency optimizing game where players try to get most out of every letter pressed. We need to think of game concept maybe a text-based or type-based game. But the question: "generate the plan using godot as the engine with gdscript. what resources and technologies should our game have in it for the tech trees and unlock system." So we need to outline: project structure, GDScript architecture, resources (scene files, UI, data files), data storage (JSON, ScriptableObjects?), maybe using Godot's built-in Resource system. Tech trees: data-driven using resource files or dictionaries, nodes for UI, unlocks: achievements, progress, persistent storage. Also need to consider performance: letter input handling, optimizing. Tools: Godot 4, GDScript 2.0, maybe use Godot's new "Resource" system, "ScriptableObject" or "JSON" for tech tree definitions. Use signals, state machines, caching, preloading, object pooling. Use a dedicated manager for input and for tracking efficiency metrics. Use a database? For offline: use Godot's FileAccess with JSON or .tres files. For cross-platform: use Godot's high-level networking or maybe use GDScript's built-in persistence. For optimization: use static typed GDScript? In Godot 4, GDScript is typed. Use typed signals. Use memory management. Use UI virtualization for long lists.

We need to produce a plan that includes resources and technologies: Godot 4.0, GDScript 2.0, GDNative? For tech tree: Resource files (.tres), perhaps using ScriptableObject like "TechTree.tres" with nested arrays. Or use "JSON" or "CSV" imported via autoload. Unlock system: use "PlayerData" resource, "Scoreboard" etc.

We also might want to incorporate data-driven UI: use "ItemList" or "Tree" control to display tech tree. Use "GraphEdit" for debugging. Use "Godot Analytics" or custom metrics for efficiency.

Also talk about architecture: autoload singletons: GameManager, InputManager, UnlockManager, TechTreeManager, PersistenceManager. Use Scenes: MainMenu, GameScene, Settings, etc.

Resources: Scenes (.tscn), Scripts (.gd), Texture resources (.png), Fonts (.ttf), Audio (.wav/.ogg). Data: JSON or .tres for tech tree config. Use "ResourceLoader" to load them. Use "ObjectPool" for UI nodes. Use "Signal" to update UI when unlocks.

Optimization: Use "InputEventKey" and check key mapping. Use "Input.is_action_pressed" for multiple key detection. Use "InputEventKey" events. Use "set_process_input(false)" for idle.

Also talk about "tech tree unlock logic" like prerequisites, costs, unlocking effect, incremental improvements.

Use "GDNative" if needed for performance-critical code.

Also incorporate "resource path mapping" for assets.

Add "Testing" using Unit tests: GUT, Godot Unit tests.

Use "Continuous Integration" with GitHub Actions.

Provide a table of resources and tech tree nodes. Provide example code for tech tree data structure.

Also maybe mention "Godot's built-in "GraphEdit" and "GraphNode" for debugging tech tree. Use "Godot's built-in "Signal" to notify.

Also mention "Godot's built-in "AnimationPlayer" for unlocking animations.

Add "User Interface" design: using "Control" nodes, "VBoxContainer" for lists.

We need to answer: "generate the plan using godot as the engine with gdscript. what resources and technologies should our game have in it for the tech trees and unlock system." So answer should contain a plan: overview, system architecture, resources needed, technologies, example code.

Let's write a structured plan. Provide a high-level overview: game concept, key systems, core loop.

Then architecture: autoloads, scene tree.

Then Tech Tree system: data-driven representation, UI, unlocking logic.

Then Unlock system: storing progress, achievements, unlocking abilities.

Then Resources: asset types, data files, script files.

Then Technologies: Godot 4.0, GDScript 2.0 typed, ResourceLoader, FileAccess, Signal system, Control nodes, AnimationPlayer, AudioStreamPlayer, Godot's high-level networking, maybe JSON, maybe Godot's "Project Settings" for key mapping.

Also mention "Performance" optimizations: typed GDScript, caching, object pooling, input handling.

Also mention "Testing" with GUT, CI.

Wrap up with a timeline or milestones.

We should provide example snippet for tech tree structure, e.g.:

var tech_tree = {
    "nodes": {
        "basic_attack": {
            "name": "Basic Attack",
            "cost": 1,
            "prereqs": [],
            "effect": {...}
        },
        "advanced_attack": {
            "name": "Advanced Attack",
            "cost": 2,
            "prereqs": ["basic_attack"],
            "effect": {...}
        },
    }
}

Then code to check if can unlock etc.

Also mention using "Godot's built-in "Resource" type: "TechNode.tres" that extends Resource. Each node can be a separate resource.

Also mention using "Singleton" for persistent data.

Also mention "Data storage" using "JSON" or "Godot's Resource".

Also mention "Optimization" for "letter pressed" usage: use "InputMap" mapping to actions, "Input.is_action_pressed", track efficiency metrics, use "Process" for performance.

Also talk about "tech tree UI" with "Tree" node.

Also talk about "Unlock system" like "Unlockable" base class with method "apply" and "on_unlock".

Also mention "Audio" for unlocking, "Animation" for UI.

Let's produce final answer.

Response:

## 1. Game Vision  

* **Genre** – Efficiency‑oriented typing / rhythm game.  
- **Core Loop** – The player hits keys as fast as possible.  Every correct press gives “efficiency points”.  
- **Goal** – Spend those points on a **tech‑tree** that unlocks better key‑press mechanics, auto‑completion helpers, UI enhancements, etc.  
- **Result** – The player feels the tension of “maximising every letter” and is constantly chasing a higher score by unlocking more sophisticated helpers.

---

## 2. Technology Stack (Godot‑centric)

| Category | Technology | Why |
|----------|------------|-----|
| **Engine** | **Godot 4.0+** | Full 2D/3D support, GDScript 2.0 (strong typing), built‑in AnimationPlayer, UI, networking. |
| **Scripting** | **GDScript (typed)** | Easy to read, Godot‑native, no external JIT needed. |
| **Data Serialization** | **.tres / .res** (Godot Resource) **+ JSON** | Resources are reusable, cacheable, type‑safe. JSON gives quick editing outside Godot. |
| **Dependency Injection / Singleton** | **Autoloads** (e.g. `Game`, `InputMgr`, `TechTreeMgr`, `SaveMgr`) | Centralised state, signals for cross‑node communication. |
| **Persistence** | **FileAccess + JSON** | Simple file‑based save (works offline) and can be migrated to cloud later. |
| **UI Toolkit** | **Control nodes (Tree, Button, ProgressBar, Label)** + **StyleBox** | Built‑in, flexible and GPU‑accelerated. |
| **Animation / Audio** | **AnimationPlayer**, **AudioStreamPlayer** | Unlock animations, sound feedback. |
| **Performance** | **Object pooling** for UI nodes, **pre‑loading** resources, **typed GDScript** | Keeps input‑latency low. |
| **Testing** | **GUT (Godot Unit Test)** + **GodotCI** | Ensure data integrity, unlock logic, persistence. |
| **CI / Git** | **GitHub Actions** | Automated builds & tests. |

---

## 3. Project Structure

```
/res
│
├── scenes/
│   ├── MainMenu.tscn
│   ├── Game.tscn
│   ├── UI/
│   │   ├── TechTreeUI.tscn
│   │   └── EfficiencyPanel.tscn
│   └── Prefabs/
│       ├── TechNode.tscn
│       └── UnlockEffect.tscn
│
├── scripts/
│   ├── autoload/
│   │   ├── Game.gd
│   │   ├── InputMgr.gd
│   │   ├── TechTreeMgr.gd
│   │   ├── UnlockMgr.gd
│   │   └── SaveMgr.gd
│   ├── ui/
│   │   ├── TechTreeUI.gd
│   │   └── EfficiencyPanel.gd
│   └── logic/
│       ├── TechNode.gd
│       └── Unlockable.gd
│
├── resources/
│   ├── tech_tree.tres      # Root tech‑tree Resource
│   ├── tech_nodes/
│   │   ├── basic_attack.tres
│   │   ├── advanced_attack.tres
│   │   └── ...
│   └── fonts/
│       └── main_font.ttf
│
├── data/
│   └── player_save.json    # runtime save file
│
└── assets/
    ├── textures/
    ├── sounds/
    └── music/
```

---

## 4. Data‑Driven Tech‑Tree Design

### 4.1.  TechNode Resource

```gdscript
# TechNode.tres (extends Resource)
@tool
class_name TechNode
extends Resource

@export var id: String
@export var name: String
@export var description: String
@export var cost: int
@export var prerequisites: Array[String] = []
@export var effect: Dictionary # e.g. {"auto_completion": 0.1}
```

Create a `.tres` for each node in the Godot editor.  
You can also generate them programmatically from a JSON file on first run.

### 4.2.  TechTree Resource

```gdscript
# tech_tree.tres (extends Resource)
@tool
class_name TechTree
extends Resource

@export var nodes: Array[TechNode] = []

func get_node_by_id(id: String) -> TechNode:
    for node in nodes:
        if node.id == id:
            return node
    return null
```

### 4.3.  Unlock Manager

```gdscript
# UnlockMgr.gd
extends Node

signal unlocked(node_id)

var unlocked_nodes: Set[String] = {}
var tech_tree: TechTree

func _ready():
    tech_tree = preload("res://resources/tech_tree.tres")
    load_unlocks()

func can_unlock(node_id: String) -> bool:
    var node = tech_tree.get_node_by_id(node_id)
    if not node: return false
    # Already unlocked?
    if unlocked_nodes.has(node_id): return false
    # Check prerequisites
    for prereq in node.prerequisites:
        if not unlocked_nodes.has(prereq):
            return false
    return true

func unlock(node_id: String):
    var node = tech_tree.get_node_by_id(node_id)
    if node and can_unlock(node_id):
        unlocked_nodes.insert(node_id)
        emit_signal("unlocked", node_id)
        # Apply node.effect...
        SaveMgr.save_unlocks()
```

### 4.4.  Persistence

```gdscript
# SaveMgr.gd
extends Node

var save_path = "user://player_save.json"

func save_unlocks():
    var data = {"unlocked": Array(unlock_mgr.unlocked_nodes)}
    var file = FileAccess.open(save_path, FileAccess.WRITE)
    file.store_string(JSON.stringify(data))
    file.close()

func load_unlocks():
    if FileAccess.file_exists(save_path):
        var file = FileAccess.open(save_path, FileAccess.READ)
        var data = JSON.parse_string(file.get_as_text())
        unlock_mgr.unlocked_nodes = Set(data.unlocked)
        file.close()
```

---

## 5. UI & Interaction

### 5.1.  Tech Tree UI

- **Tree** node for hierarchical display.  
- Each row is a `TechNode.tscn` instance.  
- Use `Button` to click an unlockable node.  
- Disable button when `can_unlock()` returns false.  

```gdscript
# TechTreeUI.gd
extends Control

func _ready():
    _populate_tree()
    unlock_mgr.connect("unlocked", self, "_on_node_unlocked")

func _populate_tree():
    var tree = $Tree
    for node in tech_tree.nodes:
        var item = tree.create_item()
        item.set_text(0, node.name)
        item.set_meta("node_id", node.id)
        item.set_meta("cost", node.cost)
        item.set_meta("prereqs", node.prerequisites)

        # Style based on unlock state
        if unlock_mgr.can_unlock(node.id):
            item.set_custom_color(0, Color(0, 1, 0))
        else:
            item.set_custom_color(0, Color(1, 0, 0))

func _on_tree_item_selected(item):
    var node_id = item.get_meta("node_id")
    if unlock_mgr.can_unlock(node_id):
        # Show confirm dialog / cost UI
        _attempt_unlock(node_id)

func _attempt_unlock(node_id):
    # Check if player has enough points
    if Game.efficiency_points >= tech_tree.get_node_by_id(node_id).cost:
        Game.efficiency_points -= tech_tree.get_node_by_id(node_id).cost
        unlock_mgr.unlock(node_id)
```

### 5.2.  Efficiency Panel

Shows current points, last press, best streak, etc.  
Update it via signals from `InputMgr`.

```gdscript
# EfficiencyPanel.gd
extends Control

func _ready():
    InputMgr.connect("letter_pressed", self, "_on_letter_pressed")

func _on_letter_pressed():
    $PointsLabel.text = str(Game.efficiency_points)
```

---

## 6. Input & Performance

### 6.1.  Input Manager

```gdscript
# InputMgr.gd
extends Node

signal letter_pressed

var last_press_time: float = 0.0
var press_interval: float = 0.0

func _input(event):
    if event is InputEventKey and event.pressed and not event.echo:
        letter_pressed.emit()
        var now = OS.get_ticks_msec()
        press_interval = now - last_press_time
        last_press_time = now
        # Update efficiency
        Game.update_efficiency(press_interval)
```

### 6.2.  Efficiency Calculation

```gdscript
# Game.gd
var efficiency_points: int = 0

func update_efficiency(interval_ms: int):
    # Basic formula: the faster the press, the more points
    var bonus = 1000 / max(interval_ms, 1)
    efficiency_points += int(bonus)
```

- Keep the calculation simple; heavy math is avoided to preserve low latency.  
- All heavy UI updates happen after input is processed (in `_process`), not in `_input`.

---

## 7. Unlock Effects & Extensibility

Each `TechNode` can point to a **script** that implements `Unlockable`:

```gdscript
# Unlockable.gd
class_name Unlockable
extends Node

func apply():
    # Override in subclasses
    pass
```

Example: auto‑completion unlocker

```gdscript
# AutoCompletionUnlock.gd
extends Unlockable

func apply():
    Game.auto_completion_enabled = true
    Game.auto_completion_rate = 0.15  # 15% of letters auto‑filled
```

When unlocking, the manager loads the script from a `preload` path stored in the node’s `effect` dictionary and calls `apply()`.

---

## 8. Audio / Animation Feedback

- **Unlock animation**: play a short tween on the node in the tree.  
- **Unlock sound**: `AudioStreamPlayer.play()` triggered in `unlock()`.

```gdscript
func unlock(node_id):
    ...
    var node = tech_tree.get_node_by_id(node_id)
    var effect_path = node.effect.get("unlock_effect", null)
    if effect_path:
        var effect = preload(effect_path).instantiate()
        get_parent().add_child(effect)
        effect.play()
    ...
```

---

## 9. Testing & Continuous Integration

| Tool | Purpose |
|------|---------|
| **GUT** | Unit tests for `TechTreeMgr`, `UnlockMgr`, `InputMgr`. |
| **GodotCI** | Run headless builds on every push to ensure build stability. |
| **GitHub Actions** | Auto‑run tests on multiple OS (Windows, macOS, Linux). |

Example GUT test for unlock logic:

```gdscript
class TestUnlockMgr:
    func test_cannot_unlock_without_prereqs():
        var mgr = preload("res://scripts/autoload/UnlockMgr.gd").new()
        mgr.tech_tree = preload("res://resources/tech_tree.tres")
        mgr.unlocked_nodes = {}
        assert_false(mgr.can_unlock("advanced_attack"))
```

---

## 10. Milestones & Timeline (6‑week sprint)

| Week | Focus |
|------|-------|
| 1 | Set up Godot project, autoloads, core game loop, basic input handling. |
| 2 | Implement TechNode/TechTree resources, UI skeleton, placeholder nodes. |
| 3 | Unlock logic, persistence, test harness. |
| 4 | Audio / animation feedback, performance profiling, input optimization. |
| 5 | Polish UI, add more unlock effects, balance efficiency calculations. |
| 6 | QA, automated tests, build, and deployment to test devices. |

---

## 11. Key Deliverables

1. **Tech‑Tree System** – Data‑driven, resource‑based, UI‑integrated.  
2. **Unlock Engine** – Handles prerequisites, cost, persistence, effect application.  
3. **Efficiency Core** – Real‑time point system, high‑frequency input, minimal latency.  
3. **Extensible Unlock Effects** – Scriptable unlockables for future expansion.  
4. **Audio/Visual Feedback** – Engaging unlock animations & sounds.  
5. **Automated Test Suite** – Ensures code quality for every future feature.  

---

### Bottom line

By modeling each unlockable node as a Godot `Resource`, wiring it to a simple UI tree, and persisting state with a lightweight JSON file, the tech‑tree and unlock system stay **modular, maintainable, and fast**.  
The input manager focuses solely on capturing key events, while all heavy UI updates are deferred, guaranteeing the pressing rhythm feels snappy—exactly what the game demands.
