Genre: "Bunny Pair Search Action" (Rabi-Ribi / Tevi / Bunny Must Die / Dust:AET style)
Status: Characters well-developed; narrative hooks sketched; mechanics less detailed than dungeon crawl
Shared world: See parent overview.md for lore, species, Embiggening, factions
Real-time action platformer with exploration emphasis. The genre label "Bunny Pair Search Action" was coined in-development (from a conversation explicitly naming Rabi-Ribi, Tevi, Love Bunny, Alice Escaped, Bunny Must Die as the reference class). Two protagonists with contrasting styles — Alice (exploration/luck/instinct) and Red (combat/calculation/strategy) — navigate the Nine Realms with Wonderwood as their home zone.
This is more narratively developed than the dungeon crawl but has less mechanical specificity.
Archetype: The Innocent Wanderer
Personality: Naive, genuinely curious, trusting. Somehow always gets by despite cluelessness. Her innocent appeal seems to disarm hostility naturally. Blindly helped Red clear a debt without understanding the situation — it worked, and created a binding between them. Thinks she's just helping her new friend.
Physical design:
Gameplay: Exploration and puzzle-focused. Accidentally triggers helpful events. "Lucky" dodges and environmental interactions. Support-oriented Embiggening. Finds hidden paths by wandering wrong ways.
Embiggening affinities: EMB (proportional growth), CUS (protective/bouncy), BEL (light/floating). Uses it instinctively — doesn't fully understand what she's doing but it works.
Archetype: The Calculating Survivor
Personality: Mindful, willful, somewhat exploitative. Understands the "game" and plays it deliberately. Protective of Alice but calculating about it. Uses charm and manipulation to achieve goals. Has a tangible selfish reason to stay with Alice initially; genuine connection develops over time. Comes from a mature district — neon lights, nightlife, entertainment, gambling — which explains the aesthetic.
Physical design:
Gameplay: Combat and action-focused. Deliberate power usage and combos. Aggressive Embiggening applications. Resource management and optimization. Identifies threats and opportunities; navigates social manipulation in NPC encounters.
Embiggening affinities: AMP (enhances capabilities), DEL (heavy/crushing force), CUS (can be weaponized for immobilization). Uses it strategically — plans combination effects in advance.
The natural home of Alice & Red content. Fairy-tale logic supersedes normal physics here:
The zone can also "leak" — Wonderwood logic spreading into adjacent realms is a potential story threat.
The v2 design doc lists these options without committing:
Recommended direction from the doc: hybrid integration — Alice & Red native to Wonderwood, can appear in main campaign as allies/quest-givers, with option to expand into their own campaign as DLC or post-game.
| Scenario | Notes |
|---|---|
| Down the Rabbit Hole | Alice's origin/tutorial |
| Red's Gambit | Heist/infiltration in Red's district |
| The Cheshire Grin | Mystery NPC with shifting loyalties |
| Queen's Croquet | Boss encounter with Wonderland logic |
| Wolf at the Door | Red's past catches up |
| Basket Case | Red's basket contains something that shouldn't exist |
| The Madness Spreads | Wonderwood logic-breaking bleeds into other realms |
| Big's Tea Party | Rogue fairy recruits in Wonderwood |
overview.md — this filestories/ — copied conversation exports| File | Content |
|---|---|
2025-10-01_Reimagining_Alice_and_Red.md |
Comprehensive Alice & Red bios, dynamic, Embiggening integration, thematic elements (Wonderland + Red Riding Hood), integration options |
2025-10-01_Reimagining_fairy_tale_characters.md |
Related fairy tale design discussion; contextual to Alice & Red |