Hi guys. I used the GDD Template Generator, but I got Claude to help me with the Sections, after it helped me with my initial game idea. I then got Claude to Review and Cut it. So here is the final version: Here's the trimmed, final GDD: " Mana Grid Tactics A cozy, turn-based tactics game where you command a small squad of charming pixel-art heroes across a magic-infused battle grid โ no permadeath, no grimdark, just clever positioning and warm fantasy vibes. Genre: Tactical RPG (grid-based, FFT-inspired) | Platform: Web browser | Session Length: 5-10 minutes per battle Core Concept Mana Grid Tactics takes the satisfying, chess-like decision-making of classic grid tactics games and strips away everything that makes the genre feel heavy or intimidating. Two heroes with clearly contrasting roles face off against a small enemy squad on a single battlefield โ every move and action matters, but losing a fight just means your team is "tuckered out," not dead. It's fun because it delivers real tactical decisions (positioning, range, timing) in a bite-sized session, wrapped in a warm pixel-art world that invites you in rather than daring you to survive it. Core Loop (10-second version: Pick a hero, move it, attack something in range, repeat, then watch the enemies do the same โ until one side wins.) Select a hero โ see highlighted move tiles โ move into position โ if an enemy is in range, choose Attack or Skip โ watch the result (a quick flash, a shrinking HP bar) โ repeat for the other hero โ enemies take their turn, closing in or striking โ loop continues until one side is defeated. Controls Click/tap a hero to select Click/tap a highlighted tile to move Click/tap Attack or Skip to choose an action Click/tap an enemy to target it Click Restart on the end screen to try again Mechanics Deep Dive The move + act mechanic is simple to learn but layered in practice โ every turn is a small puzzle of range, positioning, and risk. With just two contrasting roles for v1 โ a melee Knight who can absorb hits up close, and a ranged Archer who needs distance to be safe โ the tactical tension is immediately clear without needing four classes to prove it: do you push the Knight forward to tank a hit, or hang back and let the Archer whittle enemies down first? That single decision, repeated and varied, is enough to test whether the core loop is genuinely fun before any more complexity gets added.