The Pythagoreans had a sacred symbol called the Tetractys. They even burned down his house and chased him out of town, fearing his mystic command over the sacredness of numbers. They didn’t just call it a philosophy or a religion-they saw it as a cult and a dangerous one at that. The Greeks thought it was a little freaky. When they solved a new mathematical theorem, they would give thanks to the gods by sacrificing an ox.
Seven was the number of wisdom, 8 was the number of justice, and 10 was the most sacred number of all. More than that, though, these numbers were sacred-almost like gods. He taught his followers that the world was controlled by mathematical harmonies that made up every part of reality.
Numbers, Pythagoras believed, were the elements behind the entire universe. But this was more than just a group of people who liked math-it was a full-blown religion. A whole group of mathematicians signed up to be his pupils, to learn everything he knew, and to help him solve the great riddles of the universe. Finally I know this is harsh, but I think it's an important comment for your career - sometimes for whatever reason games just don't turn out (even for seasoned professionals), in this case it's usually better to scrap them and move on rather than present something which only really damages your reputation.Pythagoras had followers. A couple of bits of advice - in the GDD you said look at comments in the scripts for explanations often the GDD is read by non coders who aren't going to look at scripts, so this doesn't really work. The idea was interesting but I didn't get any impression that I was using magic in some way - you really need to make the game mechanics reflect the game style. The game balance was also off, the penguins needed to be a bit slower and the speed of the player seemed odd - I could actually outrun my missiles. At first I thought the missiles were 'guided' but if anything they tended to veer away from the targets so I can only assume this wasn't working. My missiles only seemed to hit the penguins randomly and I couldn't see what the 'dropping a rune' actually did - there was no visual queue at all. I struggled to understand a lot of this game. The frantic pace of the game makes aiming a bit tricky but it might be worth considering turning your screen point into a ray and using a Physics raycast/spherecast to see if the player has clicked on anything in particular and then using that z value for aiming magic? It changes gameplay a bit but it could feel really satisfying to fire 4 magic circles and have them all meet right on an enemy.
It's great to see you've reflected on what you've accomplished in your report and I hope you'll stick with this project for a bit. Such constraints can lead to really creative solutions though and I've kept this in mind. I think you constrained yourself much more to the source material than a lot of other submissions which makes it hard to identify what you were decided was a good gameplay decision versus what you felt you were compelled to do by the framework. I really enjoyed this game, it's definitely lacking in functionality but the first step in a compelling game experience is "finding the fun" and this is good fun to play.