#2 Game design
- Super-Magnetic planet named Emporia
- Majority of super tech based on tesla-punk design
- Casette-futurism design suggests to choose old classic existing objects from real life. If purpose is new - designing with eletricity in mind new object
- Decorative or self-expression items must be infinite, to provoke more creativity. If item found - it's yours
- Items with gameplay effect, like damage or heal or movement - limited uses which can't be replenished. So 999 bullets per gun or stim, until 0. Find new one
- World surface must feel almost safe. Underground - creepy. Sky - royal. North - cold. South - hot. Meaning travel on equator is infinitely safe. Difficulty changes with biome, if you travel down or up, or south or north
- Vehicle must have weak spot. Damaging it makes vehicle immobile and vulnerable to simply opening the doors
- Minimum UI, unless absolutely required
- Fun > realism