Project: Numbers (MapTool)

An experimental equalization game built inside MapTool, blending buffered Karios randomness with a harsh zero-baseline economy and a deliberately sparse visual language.

Numbers is not an art-heavy prototype. The actual in-game pieces are deliberately sparse so the pressure lands on the timer, the procedural number stream, and the punitive end-of-run accounting.

Core Loop

`GameManager.cs`, `BaselineManager.cs`, and the `KariosBufferManager` flow drive a 20-second run where the player is trying to land exactly on zero before the house and tax logic closes in.

Visual Read

The runtime visuals are mostly procedurally-driven: TMPro numerals, polarity flicker, and a few reusable sprites. That minimalism is part of the design rather than missing decoration.

Karios Buffer

The randomness source is front-loaded through a byte buffer instead of making blocking entropy calls during spawn events, so the run stays fast while still preserving reproducible seeds.

Assets Used In-Game

Ticket base sprite used by the Numbers falling target prefab.

Ticket Base
The main sprite bound to `Ticket.prefab`, used as the falling shell for each numbered target.

Circular primitive sprite used by Numbers eye and orb prefabs.

Circle Primitive
Used by `Eye.prefab` and `Orb.prefab` for minimal, readable feedback elements.

Hexagon primitive sprite used by Numbers map and obstacle prefabs.

Hexagon Primitive
Used by divider, edge, normal, and obstacle prefabs to keep the visual language sharp and abstract.

Systems Design & Architecture