An update on the manual i'm making for a fake game. this time, tying down specific gameplay aspects and the design of the player ship (the Imago; latin for "image" and also referring to the final stage of metamorphosis for insects). click on the pictures above for annotations.
here's another snippet of the prologue that introduces the giant space meatball in the first picture:

the design of the Body is inspired by the morphology of cancer cells as they appear in SEM micrography. the progression of the game will involve the player gradually moving closer to the Body, entering it, and making their way to the core with the objective of destroying it.
as for the design of the Imago, i'm a bit torn. i decided to go for a look similar to a fighter jet, but i might continue to push it further. i'm drawing inspiration mainly from game franchises Xevious, R-Type and Gradius, which have iconic ship designs that are generally compact and have strong shapes that translate well to the sprite design. the general feeling is "it has to look cute enough", so you'll probably be seeing more of the Imago. the camouflage is directly based on dazzle camo. since the enemy is a biological computer/AI it is in theory easier to fight it using a constantly changing camouflage to confuse its visual/pattern recognition processes, like how cuttlefish work combined w modern anti facial recognition methods.
as for the gameplay notes, if it is a bit confusing or convoluted, thats what my goal is here. the next sections will be indexes of the main enemies, bosses, characters, and weapons, and whatever else i decide to throw in. there will be as many illustrations as i can fit in, including sprites and "screenshots".
that's everything for now. thanks everyone!!