WaterStorage · Watershed · Cross-platform prototype v0.1

Watershed

A single WaterStorage game designed in two forms at once: a persistent CookieBlob room and a physical Game Crafter prototype. The browser and tabletop versions share the same phase IDs, state changes, and transition tests.

W01 activeW02 activeW03–W10 reservedparity build

One system, two terrains

CookieBlob gives the visitor a revisitable browser watershed with local persistence, trace history, and seed export.

Game Crafter gives the same transitions physical form through a basin mat, phase cards, tokens, and a written session trace.

WaterStorage supplies the shared logic: information moves through phases rather than sitting permanently in one place.

Start here

The cycle

The first build proves the opening movement before expanding the whole loop.

W01 · OceanAcknowledge the held signal.
W02 · EvaporationSpend energy to lift flow into cloud.
W03 · PrecipitationChoose where the drop lands.
W04 · InfiltrationEnter the deep reserve.
W05 · RunoffMove across the surface.
W06 · StreamlineFollow or form a channel.
W07 · StoreHold deliberately.
W08 · FilterClarify or rehabilitate.
W09 · ReturnSpend and recover.
W10 · RecycleClose the loop.

Shared first slice

W01 — Ocean Acknowledged

Name the signal or source. Record the transition. No numeric change.

W02 — Evaporation

When energy and flow are available, spend one of each and add one cloud. If the action is blocked, pressure rises and the phase remains open.

Build rule

Every new phase is defined once in the parity matrix, implemented in both formats, tested on success and block paths, and only then expanded.

The project favors creeks before lakes: small, inspectable transitions before a large deck of untested content.