@funpixel/tools 0.0.0-stage → 0.1.0

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Files changed (2420) hide show
  1. package/LICENSE +115 -0
  2. package/NOTICE +28 -0
  3. package/README.md +110 -2
  4. package/bench/LICENSE +674 -0
  5. package/bench/README.md +10 -0
  6. package/bench/entrypoint.py +94 -0
  7. package/bench/handlers/__init__.py +53 -0
  8. package/bench/handlers/apply_skin.py +192 -0
  9. package/bench/handlers/apply_texture.py +195 -0
  10. package/bench/handlers/audit_clips.py +351 -0
  11. package/bench/handlers/author_clips.py +297 -0
  12. package/bench/handlers/author_motion.py +298 -0
  13. package/bench/handlers/bake_emissive.py +136 -0
  14. package/bench/handlers/build_level.py +395 -0
  15. package/bench/handlers/decimate.py +220 -0
  16. package/bench/handlers/fit_rig.py +273 -0
  17. package/bench/handlers/fracture.py +233 -0
  18. package/bench/handlers/humanoid.py +119 -0
  19. package/bench/handlers/inspect.py +212 -0
  20. package/bench/handlers/level_check.py +68 -0
  21. package/bench/handlers/level_geo.py +150 -0
  22. package/bench/handlers/level_proof.py +117 -0
  23. package/bench/handlers/level_props.py +135 -0
  24. package/bench/handlers/lod.py +83 -0
  25. package/bench/handlers/merge_clips.py +122 -0
  26. package/bench/handlers/mirror_limb.py +336 -0
  27. package/bench/handlers/motion_specs.json +11 -0
  28. package/bench/handlers/normalize_materials.py +182 -0
  29. package/bench/handlers/normalize_transform.py +174 -0
  30. package/bench/handlers/prune_clips.py +141 -0
  31. package/bench/handlers/raster.py +98 -0
  32. package/bench/handlers/render.py +239 -0
  33. package/bench/handlers/render_views.py +101 -0
  34. package/bench/handlers/retarget_clips.py +185 -0
  35. package/bench/handlers/scene.py +311 -0
  36. package/bench/handlers/sheet.py +118 -0
  37. package/bench/handlers/texels.py +176 -0
  38. package/bench/handlers/views.py +232 -0
  39. package/dist/api/generated/openapi.js +1 -0
  40. package/dist/api/http.js +71 -0
  41. package/dist/api/jobs.js +94 -0
  42. package/dist/assets/bakeoff.js +61 -0
  43. package/dist/assets/counts.js +60 -0
  44. package/dist/assets/gen.js +230 -0
  45. package/dist/assets/lock.js +77 -0
  46. package/dist/assets/manifest.js +236 -0
  47. package/dist/assets/palette-fit.js +99 -0
  48. package/dist/assets/pixelart.js +192 -0
  49. package/dist/assets/pixels.js +131 -0
  50. package/dist/assets/plan.js +169 -0
  51. package/dist/assets/process.js +209 -0
  52. package/dist/assets/script.js +194 -0
  53. package/dist/assets/steps.js +294 -0
  54. package/dist/bin.js +8 -0
  55. package/dist/board/board.js +99 -0
  56. package/dist/cast/library.js +102 -0
  57. package/dist/cast/measure.js +222 -0
  58. package/dist/cli.js +2918 -0
  59. package/dist/clip/clip.js +83 -0
  60. package/dist/commands/account.js +158 -0
  61. package/dist/commands/assets-pixels.js +106 -0
  62. package/dist/commands/assets.js +473 -0
  63. package/dist/commands/beats.js +77 -0
  64. package/dist/commands/board.js +162 -0
  65. package/dist/commands/boxes.js +89 -0
  66. package/dist/commands/capture-all.js +92 -0
  67. package/dist/commands/cast.js +84 -0
  68. package/dist/commands/character.js +58 -0
  69. package/dist/commands/check.js +404 -0
  70. package/dist/commands/clip.js +112 -0
  71. package/dist/commands/compare-takes.js +204 -0
  72. package/dist/commands/compare-target.js +149 -0
  73. package/dist/commands/compare.js +117 -0
  74. package/dist/commands/compose-variations.js +202 -0
  75. package/dist/commands/compose.js +163 -0
  76. package/dist/commands/cut.js +13 -0
  77. package/dist/commands/decide.js +90 -0
  78. package/dist/commands/depth.js +171 -0
  79. package/dist/commands/dev.js +138 -0
  80. package/dist/commands/directions.js +106 -0
  81. package/dist/commands/doctor.js +281 -0
  82. package/dist/commands/export.js +88 -0
  83. package/dist/commands/feedback.js +496 -0
  84. package/dist/commands/feel.js +144 -0
  85. package/dist/commands/fidelity.js +95 -0
  86. package/dist/commands/find.js +116 -0
  87. package/dist/commands/firstlook.js +138 -0
  88. package/dist/commands/flow.js +600 -0
  89. package/dist/commands/framing.js +53 -0
  90. package/dist/commands/gdd.js +227 -0
  91. package/dist/commands/gen.js +512 -0
  92. package/dist/commands/greenlight.js +148 -0
  93. package/dist/commands/hook.js +171 -0
  94. package/dist/commands/init.js +234 -0
  95. package/dist/commands/inspect.js +161 -0
  96. package/dist/commands/job.js +41 -0
  97. package/dist/commands/jobs.js +87 -0
  98. package/dist/commands/journal.js +58 -0
  99. package/dist/commands/journey.js +228 -0
  100. package/dist/commands/judge.js +191 -0
  101. package/dist/commands/lanes.js +571 -0
  102. package/dist/commands/lessons.js +74 -0
  103. package/dist/commands/life.js +134 -0
  104. package/dist/commands/login.js +134 -0
  105. package/dist/commands/look-3d.js +105 -0
  106. package/dist/commands/look-fit.js +116 -0
  107. package/dist/commands/look-hud.js +180 -0
  108. package/dist/commands/look-read.js +162 -0
  109. package/dist/commands/look-sheet.js +152 -0
  110. package/dist/commands/look-theme.js +136 -0
  111. package/dist/commands/look.js +373 -0
  112. package/dist/commands/loop.js +112 -0
  113. package/dist/commands/loudness.js +69 -0
  114. package/dist/commands/mobile-qa.js +119 -0
  115. package/dist/commands/model.js +256 -0
  116. package/dist/commands/models.js +93 -0
  117. package/dist/commands/motion.js +305 -0
  118. package/dist/commands/next.js +72 -0
  119. package/dist/commands/note.js +294 -0
  120. package/dist/commands/optimize.js +212 -0
  121. package/dist/commands/owner.js +109 -0
  122. package/dist/commands/pack.js +66 -0
  123. package/dist/commands/parts.js +635 -0
  124. package/dist/commands/phone.js +398 -0
  125. package/dist/commands/pick.js +146 -0
  126. package/dist/commands/pitch.js +205 -0
  127. package/dist/commands/places.js +89 -0
  128. package/dist/commands/play.js +368 -0
  129. package/dist/commands/playable.js +51 -0
  130. package/dist/commands/playtest.js +262 -0
  131. package/dist/commands/profile.js +292 -0
  132. package/dist/commands/progress.js +537 -0
  133. package/dist/commands/publish.js +165 -0
  134. package/dist/commands/reach.js +72 -0
  135. package/dist/commands/reel.js +177 -0
  136. package/dist/commands/review.js +112 -0
  137. package/dist/commands/rooms.js +180 -0
  138. package/dist/commands/schema.js +29 -0
  139. package/dist/commands/score.js +326 -0
  140. package/dist/commands/serve.js +67 -0
  141. package/dist/commands/setup.js +254 -0
  142. package/dist/commands/sim.js +179 -0
  143. package/dist/commands/simulator.js +154 -0
  144. package/dist/commands/smoke-build.js +305 -0
  145. package/dist/commands/smoke.js +37 -0
  146. package/dist/commands/spec.js +114 -0
  147. package/dist/commands/store.js +154 -0
  148. package/dist/commands/test.js +104 -0
  149. package/dist/commands/trailer.js +255 -0
  150. package/dist/commands/unity-editor.js +322 -0
  151. package/dist/commands/unity-player.js +672 -0
  152. package/dist/commands/unity.js +198 -0
  153. package/dist/commands/upgrade.js +186 -0
  154. package/dist/commands/variety.js +108 -0
  155. package/dist/commands/verify.js +293 -0
  156. package/dist/commands/walk.js +449 -0
  157. package/dist/commands/widen.js +133 -0
  158. package/dist/commands/world.js +175 -0
  159. package/dist/commands/wow.js +143 -0
  160. package/dist/commands/zero.js +71 -0
  161. package/dist/compose/adsheet.js +61 -0
  162. package/dist/compose/contract.js +248 -0
  163. package/dist/compose/facts.js +81 -0
  164. package/dist/compose/hyperframes.js +102 -0
  165. package/dist/compose/page.js +216 -0
  166. package/dist/compose/probe.js +160 -0
  167. package/dist/compose/run.js +170 -0
  168. package/dist/compose/sheet.js +92 -0
  169. package/dist/compose/starters.js +247 -0
  170. package/dist/compose/variations.js +203 -0
  171. package/dist/criteria.js +35 -0
  172. package/dist/depth/experience.js +61 -0
  173. package/dist/depth/fill.js +102 -0
  174. package/dist/depth/inventory.js +161 -0
  175. package/dist/depth/pacing.js +173 -0
  176. package/dist/depth/story.js +97 -0
  177. package/dist/dev/devtools.js +119 -0
  178. package/dist/dev/hold.js +46 -0
  179. package/dist/dev/lan.js +15 -0
  180. package/dist/dev/open.js +30 -0
  181. package/dist/dev/qr.js +124 -0
  182. package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
  183. package/dist/devtools/LICENSES/preact.LICENSE +21 -0
  184. package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
  185. package/dist/devtools/LICENSES/three.LICENSE +21 -0
  186. package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
  187. package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
  188. package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
  189. package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
  190. package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
  191. package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
  192. package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
  193. package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
  194. package/dist/direct/moves.js +234 -0
  195. package/dist/direct/read.js +59 -0
  196. package/dist/direct/round.js +80 -0
  197. package/dist/doctor/host.js +245 -0
  198. package/dist/doctor/unity-checks.js +380 -0
  199. package/dist/doctor/unity-history.js +605 -0
  200. package/dist/doctor/unity-host.js +160 -0
  201. package/dist/doctor/unity-import-rules.js +874 -0
  202. package/dist/doctor/unity-meta.js +225 -0
  203. package/dist/doctor/unity-project.js +297 -0
  204. package/dist/doctor/unity.js +171 -0
  205. package/dist/export/export.js +165 -0
  206. package/dist/export/metadata.js +25 -0
  207. package/dist/export/runtime.js +119 -0
  208. package/dist/export/scan.js +78 -0
  209. package/dist/export/select.js +193 -0
  210. package/dist/export/strip.js +42 -0
  211. package/dist/feedback/ab.js +95 -0
  212. package/dist/feedback/auto.js +44 -0
  213. package/dist/feedback/learn.js +255 -0
  214. package/dist/feedback/measure.js +49 -0
  215. package/dist/feedback/page.js +66 -0
  216. package/dist/feel/feedback.js +85 -0
  217. package/dist/feel/judge.js +420 -0
  218. package/dist/feel/run.js +185 -0
  219. package/dist/feel/spec.js +124 -0
  220. package/dist/feel/sweep.js +156 -0
  221. package/dist/fidelity/consistency.js +205 -0
  222. package/dist/fidelity/match.js +675 -0
  223. package/dist/fidelity/run.js +107 -0
  224. package/dist/find/keywords.js +97 -0
  225. package/dist/find/names.js +45 -0
  226. package/dist/find/route.js +59 -0
  227. package/dist/firstlook/quality.js +261 -0
  228. package/dist/firstlook/render.js +111 -0
  229. package/dist/firstlook/set.js +218 -0
  230. package/dist/flow/flow.js +455 -0
  231. package/dist/flow/look.js +139 -0
  232. package/dist/frame/behaviour.js +53 -0
  233. package/dist/frame/clock.js +117 -0
  234. package/dist/frame/contract.js +111 -0
  235. package/dist/frame/genre.js +65 -0
  236. package/dist/frame/idle.js +58 -0
  237. package/dist/frame/opening.js +171 -0
  238. package/dist/frames/loop.js +52 -0
  239. package/dist/frames/sheet.js +69 -0
  240. package/dist/gdd/book.js +483 -0
  241. package/dist/gdd/chapters.js +71 -0
  242. package/dist/gdd/design.js +135 -0
  243. package/dist/gdd/doc.js +32 -0
  244. package/dist/gdd/levelmap.js +428 -0
  245. package/dist/gdd/measures.js +477 -0
  246. package/dist/gdd/page.js +111 -0
  247. package/dist/gdd/rubric.js +250 -0
  248. package/dist/gdd/size.js +83 -0
  249. package/dist/gdd/tiers.js +148 -0
  250. package/dist/gdd/world.js +98 -0
  251. package/dist/gdd/worth.js +507 -0
  252. package/dist/gen/kinds.js +451 -0
  253. package/dist/gen/local/doctor.js +25 -0
  254. package/dist/gen/local/index.js +3 -0
  255. package/dist/gen/local/kokoro.js +334 -0
  256. package/dist/gen/local/master.js +248 -0
  257. package/dist/gen/local/provider.js +65 -0
  258. package/dist/gen/local/voice-rules.js +156 -0
  259. package/dist/gen/models.generated.js +469 -0
  260. package/dist/gen/models.js +53 -0
  261. package/dist/gen/prompt-lint.js +35 -0
  262. package/dist/gen/record.js +73 -0
  263. package/dist/gen/save.js +101 -0
  264. package/dist/gen/title.js +55 -0
  265. package/dist/gen/unity.js +334 -0
  266. package/dist/goals/goals.js +204 -0
  267. package/dist/goals/run.js +90 -0
  268. package/dist/greenlight/ambition.js +42 -0
  269. package/dist/greenlight/bible.js +138 -0
  270. package/dist/greenlight/lock.js +48 -0
  271. package/dist/greenlight/match.js +19 -0
  272. package/dist/greenlight/md.js +82 -0
  273. package/dist/greenlight/page.js +100 -0
  274. package/dist/greenlight/pitches.js +66 -0
  275. package/dist/greenlight/worth.js +90 -0
  276. package/dist/guidance.js +24 -0
  277. package/dist/init/bare.js +114 -0
  278. package/dist/init/git.js +56 -0
  279. package/dist/init/starter.js +166 -0
  280. package/dist/init/starters.js +179 -0
  281. package/dist/inspect/describe.js +125 -0
  282. package/dist/inspect/devserver.js +40 -0
  283. package/dist/journey/diff.js +74 -0
  284. package/dist/journey/from-round.js +44 -0
  285. package/dist/journey/record.js +76 -0
  286. package/dist/journey/run.js +139 -0
  287. package/dist/journey/script.js +223 -0
  288. package/dist/judge/common.js +60 -0
  289. package/dist/judge/identity.js +68 -0
  290. package/dist/judge/sources.js +37 -0
  291. package/dist/judge/structure.js +59 -0
  292. package/dist/keys/device.js +145 -0
  293. package/dist/keys/store.js +167 -0
  294. package/dist/lanes/fence.js +108 -0
  295. package/dist/lanes/gate.js +123 -0
  296. package/dist/lanes/lanes.js +355 -0
  297. package/dist/lanes/union.js +62 -0
  298. package/dist/lanes/where.js +49 -0
  299. package/dist/lessons/motifs.js +97 -0
  300. package/dist/lessons/store.js +56 -0
  301. package/dist/look/anim.js +206 -0
  302. package/dist/look/boxes.js +209 -0
  303. package/dist/look/dressing.js +24 -0
  304. package/dist/look/feedback.js +50 -0
  305. package/dist/look/fit.js +123 -0
  306. package/dist/look/held.js +92 -0
  307. package/dist/look/hook.js +169 -0
  308. package/dist/look/hud.js +189 -0
  309. package/dist/look/image-io.js +50 -0
  310. package/dist/look/life.js +96 -0
  311. package/dist/look/light.js +42 -0
  312. package/dist/look/look.js +85 -0
  313. package/dist/look/loops.js +108 -0
  314. package/dist/look/made-of.js +242 -0
  315. package/dist/look/moments.js +32 -0
  316. package/dist/look/motion.js +44 -0
  317. package/dist/look/phone-play.js +142 -0
  318. package/dist/look/player.js +32 -0
  319. package/dist/look/png.js +117 -0
  320. package/dist/look/readability.js +100 -0
  321. package/dist/look/roles.js +109 -0
  322. package/dist/look/sheet.js +104 -0
  323. package/dist/look/theme.js +278 -0
  324. package/dist/look/touch.js +129 -0
  325. package/dist/look/ui-style.js +102 -0
  326. package/dist/machine/procs.js +117 -0
  327. package/dist/managed.js +15 -0
  328. package/dist/mcp/hosted.js +174 -0
  329. package/dist/mcp/models.generated.js +538 -0
  330. package/dist/mcp/models.js +35 -0
  331. package/dist/mcp/server.js +329 -0
  332. package/dist/memory/decisions.js +138 -0
  333. package/dist/memory/journal.js +108 -0
  334. package/dist/model/bench.js +83 -0
  335. package/dist/model/blender.js +106 -0
  336. package/dist/model/clips.js +34 -0
  337. package/dist/model/finalize.js +33 -0
  338. package/dist/motion/checks.js +173 -0
  339. package/dist/motion/contract.js +177 -0
  340. package/dist/motion/encode.js +37 -0
  341. package/dist/motion/render.js +167 -0
  342. package/dist/motion/starter.js +54 -0
  343. package/dist/optimize/check.js +29 -0
  344. package/dist/optimize/helper.js +80 -0
  345. package/dist/owner/bar.js +285 -0
  346. package/dist/owner/match.js +105 -0
  347. package/dist/pack/build.js +97 -0
  348. package/dist/pack/deps.js +28 -0
  349. package/dist/pack/leaks.js +77 -0
  350. package/dist/pack/limits.js +51 -0
  351. package/dist/pack/report.js +35 -0
  352. package/dist/phone/baguette.js +139 -0
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  354. package/dist/pipeline/pipeline.js +929 -0
  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
  358. package/dist/play/condition.js +45 -0
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  360. package/dist/play/input.js +118 -0
  361. package/dist/play/pointer.js +21 -0
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  363. package/dist/play/server.js +274 -0
  364. package/dist/play/session.js +231 -0
  365. package/dist/play/steps.js +192 -0
  366. package/dist/playable/build.js +90 -0
  367. package/dist/playable/cta.js +88 -0
  368. package/dist/playable/networks.js +33 -0
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  370. package/dist/playtest/after-round.js +60 -0
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  376. package/dist/playtest/history.js +115 -0
  377. package/dist/playtest/hits.js +48 -0
  378. package/dist/playtest/hosted.js +98 -0
  379. package/dist/playtest/keep.js +110 -0
  380. package/dist/playtest/ledger.js +77 -0
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  382. package/dist/playtest/measure.js +181 -0
  383. package/dist/playtest/mobile-qa.js +391 -0
  384. package/dist/playtest/mockups.js +198 -0
  385. package/dist/playtest/moments.js +28 -0
  386. package/dist/playtest/prepare.js +162 -0
  387. package/dist/playtest/rank.js +184 -0
  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
  390. package/dist/playtest/seats.js +128 -0
  391. package/dist/playtest/sheet.js +38 -0
  392. package/dist/playtest/stop.js +54 -0
  393. package/dist/playtest/stuck.js +47 -0
  394. package/dist/production/contract.js +61 -0
  395. package/dist/production/mirror.js +96 -0
  396. package/dist/production/tier.js +66 -0
  397. package/dist/profile/compare.js +171 -0
  398. package/dist/progress/answers.js +35 -0
  399. package/dist/progress/holds.js +106 -0
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  402. package/dist/publish/build.js +54 -0
  403. package/dist/publish/folder.js +106 -0
  404. package/dist/publish/funpixel.js +96 -0
  405. package/dist/publish/hosts.js +48 -0
  406. package/dist/reach/envelope.js +111 -0
  407. package/dist/reach/load.js +84 -0
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  411. package/dist/reel/encode.js +34 -0
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  415. package/dist/relay/local.js +82 -0
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  417. package/dist/review/audio.js +72 -0
  418. package/dist/review/ledger.js +60 -0
  419. package/dist/review/media.js +114 -0
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@@ -0,0 +1,126 @@
1
+ # Plan fidelity: what was planned against what was built
2
+
3
+ The critic panel never sees the plan, so it cannot see that the game drifted from it. Held Note (a
4
+ third-person horror chapter, the Held Note lane, 29 Sep 2026) scored 6.55 overall and 7.62 on look
5
+ from the panel; a blind judge holding the same build against its own GDD gave art direction 4 and
6
+ creative direction 3, and named what the panel could not: the thesis frame's fingers missing from
7
+ the seam, the first walker at arm's length instead of far down the corridor, a stencil colour that
8
+ had drifted, a camera low and to the side where the plan put it high over the shoulder. A pass later
9
+ held the dark, the camera and the stencils (AD-3 held) and still missed the fingers. That judge is now
10
+ the fidelity seat in `funtools playtest`.
11
+
12
+ ## What the seat sees, and nothing else
13
+
14
+ - The GDD's creative direction in its own words: the pitch, the promise, the thesis, the 6-second ad.
15
+ - The declared style (the first paragraph under the look or art direction heading).
16
+ - The AD rules.
17
+ - Each target frame's moment and intent (what the frame must carry).
18
+ - The measured facts (F…, and P1: which moments were paired and which were not, and why).
19
+ - Image pairs: the target frame beside the game's frame of the same moment, and a strip of
20
+ consecutive frames when the moment is animated.
21
+ - The last round's findings, last.
22
+
23
+ It scores each moment on art (camera and composition, light, materials, how the actors read, the
24
+ world's marks, the grade) and creative (does the frame carry the moment's intent), 0–10; then art
25
+ direction and creative direction overall, each AD rule as held, partly or broken, and five changes.
26
+ It ignores the HUD, and where the plan's words and its own picture disagree, the words win.
27
+
28
+ ## Pairing the moments
29
+
30
+ The GDD template's target-frames table ties each target to its moment:
31
+
32
+ | Moment | Target | Game frame | Intent | Pins |
33
+ |---|---|---|---|---|
34
+ | 1:00 the first walker | design/first-look/frame-walker.png | view firstWalker | dread: a lone figure far down the corridor, joints lit, torso dark | AD-2, AD-3 |
35
+
36
+ A game frame is a declared view (`view firstWalker`, shot by `capture --all`), a journey mark
37
+ (`journey chapter1 walker`, the frame the latest run held at that mark) or a file. With no table,
38
+ `design/target.png` is paired with the play view. A moment with no game frame is listed in P1 with
39
+ the reason, never scored.
40
+
41
+ **Shoot the moment the plan means, not a fixed timestamp.** The walker at the six metres the target
42
+ drew, the splice as it completes, the merge at its pop. A view whose `enter()` replays a recorded run
43
+ to that beat (the playtest reference's `game.replay.seek('first-walker')`), or a journey mark placed
44
+ at it, lands there on every build; a clock time drifts the first time the level changes. Two of our
45
+ own fallback pairs show the cost: Plush Pop's play view was captured with an empty basket, so the
46
+ seat could only say the target's pile and squish were missing; Gesundheit's was captured before
47
+ any sneeze, so the flowers the target promises were not on the ground.
48
+
49
+ **Or pin it to a time on the saved route, and name both.** From the first playtest on, the blind
50
+ player's steps are kept as the route (`test/journeys/playtest-route.json`) and every playtest replays
51
+ it with the same viewport and seed. A game frame `at 1:00` (or a moment written `1:00 the first
52
+ walker`) is the route's frame at that time on the script's own clock: like with like every round,
53
+ as Held Note's films were (0:10, 1:00, 2:00, 3:00, 5:00). A row that names both, `at 1:00, view
54
+ firstWalker`, is judged on the played frame, and the view stays beside it as the staged frame. When
55
+ the played route never reaches what a staged view or a lane's file shows (no moment, screen or beat
56
+ by that name in play), the report says so: Held Note's Diver was showcase art in its lane's frame
57
+ and "a few coral points" in play. A moment past the route's end is play that never got there. Keep
58
+ the route while the level holds; when the level changes, record a new one (`journey record
59
+ playtest-route --force`) and read the history's next column as a new baseline, which the report marks.
60
+
61
+ ## How the judging is kept honest
62
+
63
+ Borrowed, with credit, from Scenario's quality skills (MIT; research 06 §2.2–2.3):
64
+
65
+ - **The rubric comes first** (Scenario). The plan's words were written before the build; a rubric
66
+ written after seeing the frames inherits their flaws. Every miss cites the line it fails:
67
+ `[AD-2]`, `[intent: the seam]`, `[direction]`.
68
+ - **Declared style is intent, never a finding**. Pixel art that looks pixelated is
69
+ what was asked for; the style applied inconsistently still is a finding.
70
+ - **Sweep an animated moment for identity** (Scenario). Across a strip, a named part gained, lost,
71
+ recoloured or reshaped is drift; a part moving with the action is animation. A spot check at one
72
+ frame missed a defect that faded in half a second later.
73
+ - **Facts over the frame**. The numbered facts outrank a reading of one picture: a
74
+ world that looks empty in one frame while the facts count what is off-camera is not empty.
75
+ - **Adjudicate the last round**. Each earlier finding comes back marked fixed,
76
+ unchanged or worse, and a score whose evidence did not change does not move.
77
+
78
+ ## The plan's interface: UI and UX as imagined or not
79
+
80
+ The owner's second question, from the Held Note lane: is the interface the one the plan designed?
81
+ Held Note's GDD draws its phone HUD and its message screen as HTML at 852 × 393, each element
82
+ numbered with a line of spec ("1 collar ring: health, five cyan lights"; "nothing sits in the middle
83
+ of the screen"). When a GDD has such mockups (a `.phone` or `[data-mockup]` element in any page under
84
+ `design/`, the first look's `hud.html` first), `funtools playtest` renders each as an element
85
+ screenshot and pairs it with the game's same screen, captured through a view at phone size in touch
86
+ mode (the GDD's `| Screen | Mockup | Game frame |` row names the view; a HUD pairs with the play
87
+ view). A still auto-presses a screen that waits for input, so a screen that waits is opened through
88
+ a view, never reached by a capture pressing on.
89
+
90
+ Pictures count as mockups too: the style bible's `**HUD target:**` and `**Title target:**` lines
91
+ (skill `fp:art`, ui.md) and a GDD mockups row naming an image pair with the play and
92
+ title views, carrying the bible's `## UI` section as their words. The seat also reads `look --hud`'s
93
+ dressing facts (system type, dark neutral plates, the scaffold's own glyphs, icons typed as
94
+ characters, a plain wordmark), and
95
+ judges the title as a player meets it: look, readability and whether it makes one want to press
96
+ Play, beside the genre hit's opening when a still named `title` or `opening` is in its evidence.
97
+
98
+ After the blind round, `playtest experience` also writes the UI seat (`panel/fidelity-ui.md`): the
99
+ screens' words and numbered elements, the plan's interface rules, the image pairs, and the blind
100
+ phone player's round as play facts, because UX is how it plays (a goal the player could not find,
101
+ a dodge never taught). Per screen it scores ui (layout, what sits on the character against the
102
+ glass, sizes, the visual language) and ux (does it work as intended); each numbered element held,
103
+ partly or missing; what the game adds that the plan does not have, and whether each serves or fights
104
+ the plan's rules; then UI and UX fidelity and five changes. The report puts them beside the art
105
+ seat's scores and ranks the changes, a missing planned element first. On Held Note's two mockups
106
+ it gave UI 5 and UX 4: of 15 planned elements 3 held, 8 partly and 4 missing, and four additions
107
+ (a tutorial line at top centre, a permanent minimap) fought "nothing sits in the middle".
108
+
109
+ ## Reading the result
110
+
111
+ The report puts art direction and creative direction beside the last round, each rule's state, and
112
+ ranks the seat's changes among the next steps (a broken rule first). A low creative score with a
113
+ held look usually means the moment was shot at the wrong time or the frame's subject is missing;
114
+ fix the view or the moment before the art. When three of our games were judged against their
115
+ single target frame, Lantern Night kept its palette and lantern design (art 8) but lost the wheel of
116
+ lanterns and the visible chain (creative 6); Plush Pop built the target's set but not its round felt
117
+ critters or the squish (5 and 3, AD-1 broken).
118
+
119
+ ## After a greenlight lock: reference-match rounds
120
+
121
+ When `design/greenlight/lock.json` exists (skill `fp:gdd`, the greenlight), the seat reads the
122
+ style bible's locked target table first, its facts name the locked version and anything changed
123
+ since, and its brief gains `panel/reference-match.md`: compare the establishing view first, then
124
+ the player's view, and list the biggest differences between the accepted pictures and the running
125
+ game, each with the one change that closes it. Those targets cleared the genre hit before any code,
126
+ so a large gap here is the build falling short of its own plan, not the plan's taste.
@@ -0,0 +1,31 @@
1
+ # Comparing a slice against a genre hit
2
+
3
+ Use this when the person asks for the stronger bar. A short, satisfying loop can be compared
4
+ fairly without promising a commercial game's content volume. Pick a named genre hit and state
5
+ which skill and device the comparison covers before judging. The internal 6.0 overall / 7.0 look
6
+ floor is still useful; it does not certify this comparison.
7
+
8
+ The provisional bands from the platform's HITS_CALIBRATION evaluation are:
9
+
10
+ 1. Overall and look-and-feel each within 0.5 of the chosen hit, using the same unanchored rubric.
11
+ 2. Fun and juice each within 1.0 of it. Stills only partly observe these: add actual play and
12
+ matched motion evidence, and report what the reviewer could not observe.
13
+ 3. Order-normalized head-to-head win rate at least 0.375, with the player seat winning or tying
14
+ at least one pair. Use phone against phone when the hit ships there; otherwise desktop against
15
+ desktop. This is not a raw count of wins in eight calls.
16
+
17
+ Keep the supplied platform evaluator's normalization unchanged and record its inputs and result.
18
+ If that evaluator is unavailable, keep both presentation orders and raw seat verdicts, mark the
19
+ normalized criterion uncomputed, and do not invent a pass. These thresholds came from a small
20
+ calibration set and need further validation; disclose that in the review.
21
+
22
+ Use like-for-like evidence: a normal playable moment against a normal playable moment, comparable
23
+ viewport, duration and UI visibility. No trailer against raw gameplay. Seat reviewers blind to
24
+ who made each game. Separate appearance findings from directly observed controls and rhythm.
25
+ Do not show other seats' scores or the target score to a reviewer before its verdict.
26
+
27
+ Keep each round's source fingerprint, captures, clip paths, player report, reference, rubric,
28
+ seat verdicts and normalized result. Fix the highest actionable difference, then rebuild and
29
+ repeat the same protocol. At the fix-round limit, report the shortfall and the next concrete
30
+ change; never lower the bar to make a green badge. The person's own play session remains a
31
+ separate acceptance step, recorded only when it happens.
@@ -0,0 +1,77 @@
1
+ # Journeys: the real controls, replayed
2
+
3
+ A scene in `__FPX_VIEWS__` reproduces a state; it says nothing about whether a player can reach
4
+ it. A journey is the other half: what a player does from the visible start, through the real
5
+ controls, kept as a script that replays on the same seed and the same screen size, so two runs can
6
+ be set side by side. OpenAI's Astra write-up keeps the two apart for this reason, and our own games
7
+ show why: a staged victory passed every check while the real Play button did nothing (the front
8
+ door: Sonnet pressed it in 1 of 72 lab sessions).
9
+
10
+ ## The script
11
+
12
+ `test/journeys/<name>.json` (a test, kept with the game):
13
+
14
+ ```json
15
+ { "name": "first-win", "viewport": "phone", "seed": 1,
16
+ "steps": ["mark start screen=title", "tap 0.5 0.62", "wait 800",
17
+ "mark playing screen=playing", "drag 0.3 0.8 0.7 0.8 400", "wait 2500",
18
+ "mark first-score score>0", "tap 0.5 0.5", "wait 20000", "mark round-end screen!=playing"] }
19
+ ```
20
+
21
+ - Steps are `funtools play`'s: `tap X Y`, `drag X1 Y1 X2 Y2 ms`, `hold X Y ms`, `hold KEY ms`,
22
+ `press KEY [n]`, `wait ms`, and `A & B` for two fingers at once, or a key held under another
23
+ (`hold ShiftLeft 1500 & hold ArrowRight 1500`, a held run; modifiers go down first), and
24
+ `look DX DY [ms]` (the mouse moved with no button: a camera look, also under pointer lock). A decimal
25
+ from 0 to 1 is a fraction of the screen, a whole number a CSS pixel. A phone takes touch only.
26
+ play's `hold … until` / `wait until` are not journey steps: `from-play` writes each as the fixed
27
+ hold or wait it took in the round.
28
+ - `view` and `verb` are refused: they reach a state without the controls, which is what a scene
29
+ is for (`funtools capture --view`).
30
+ - `mark NAME` is a checkpoint: the game's clock is held, the frame kept and `__FPX_STATE__` read.
31
+ Each `field=value` after the name is an expectation (`=`, `!=`, `>`, `<`, `>=`, `<=`; `player.x`
32
+ and `enemies.length` reach inside). A mark with no expectation still keeps its frame and counters.
33
+ - `seed` is set as `window.__FPX_SEED__` before the game's code runs. The scaffold's rounds read
34
+ it; a game that draws from `Math.random()` or the clock replays differently each time, and the
35
+ noise run below shows how much.
36
+
37
+ ## Three ways to get one
38
+
39
+ - `npx @funpixel/tools journey record <name> --viewport phone`: a window opens on the built game;
40
+ play it; close the window. Your taps, drags and keys become steps with the waits between them,
41
+ and each screen `__FPX_STATE__().screen` reaches becomes a mark expecting it. A drag replays as a
42
+ straight line; presses that overlapped replay one after the other (say it by hand with `&`).
43
+ This is the one a person makes: the creator's own path through the game.
44
+ - `npx @funpixel/tools journey from-play last <name>`: the blind player's round (`funtools play`)
45
+ up to its first `view`/`verb` jump, with a mark after each act expecting the screen the player
46
+ saw. The player's clock was held while it thought, so marks can land earlier in game time.
47
+ - Written by hand, when you know the path (a tutorial, the first level's solution).
48
+
49
+ ## Replay and compare
50
+
51
+ `npx @funpixel/tools journey replay <name>` loads the game as a player finds it (no hook called),
52
+ plays the steps and judges each mark. Exit 0 every expectation held, 1 a step or an expectation
53
+ failed, 2 nothing judged (no expectation, or no state to read), 3 error. The run is kept in
54
+ `.funtools/journeys/<name>/<n>/` and set beside the previous one: how much of each mark's frame
55
+ changed, which counters moved, which expectations flipped. `--repeat 2` plays it twice on one build
56
+ first: what differs between those two runs is noise, and a later difference smaller than that is
57
+ not a finding. `journey diff <name> 3 7` compares any two runs; runs with another seed, viewport or
58
+ script are named "not the same test".
59
+
60
+ ## When it helps
61
+
62
+ - **Before and after a change to the title, menus, input, audio unlock or level flow**: replay the
63
+ journey that crosses it. A broken start shows as the first mark that did not reach its screen.
64
+ - **A balance or feel change**: the counters at each mark (score, lives, enemies alive, time) on
65
+ the same seed say what moved; the frames say whether it shows.
66
+ - **A regression the blind player found**: `from-play` keeps its exact path; after the fix, the
67
+ replay's marks should pass where the round was blocked.
68
+ - **Phone layouts**: a phone journey presses the on-screen controls a thumb would; a key-only path
69
+ cannot pass there.
70
+
71
+ `funtools feel --journey <name>` plays a journey's steps with every frame's state traced: the
72
+ verb's numbers, tells, the death beat and looks by state along a player's real path (skill
73
+ `fp:game-feel`, `references/measure.md`).
74
+
75
+ What a journey does not prove: that the game is fun, readable or good to look at. It proves a path
76
+ still works and says what changed along it. Frames from a software renderer are not a phone's
77
+ performance (`funtools profile` says the same).
@@ -0,0 +1,123 @@
1
+ # Mobile QA: is it native to a phone?
2
+
3
+ The critic panel scores stills (each seat re-reading the phone captures), and the blind player plays by touch.
4
+ Neither asks whether the game was made for the phone it runs on. Floe (an ice-slide puzzle, round 3,
5
+ 29 Sep 2026) scored mobile 7 and up from the panel and passed its blind phone round, and the owner
6
+ opened it on an iPhone simulator and saw desktop thinking: the board under half the screen, four
7
+ large on-screen arrows repeating the swipe the board already took, Undo/Restart/Hint panels in the
8
+ bottom third, a tip banner over play. The Mobile QA seat is the reviewer that catches that, from
9
+ what phones showed.
10
+
11
+ ## What it sees
12
+
13
+ `npx @funpixel/tools mobile-qa` (alone) and `playtest` (as one of its seats) gather it, free:
14
+
15
+ | Where | What it adds | Cost |
16
+ |---|---|---|
17
+ | Chromium at phone size (the capture set) | every view at 390x844 (844x390 held sideways), touch on, DPR 2, the review phone's insets | seconds |
18
+ | Playwright's WebKit | the play view in Safari's engine: its CSS and layout, no Safari bars | seconds, optional install |
19
+ | iOS Simulator, real Mobile Safari (`funtools phone`, both orientations) | Safari's bars, the notch and home bar, DPR 3, iOS taps, the start control pressed by name, the page's own frames and errors | about a minute a run, Apple Silicon and baguette |
20
+ | Key parity at phone size | each declared key against the on-screen controls that name it | seconds |
21
+ | `look --fit`, five windows (1700x800, 1280x600, 1024x1024, the phone sideways and upright) | per window, opened fresh: how long it stays one flat colour, then the first screen and the play view: the content's share of the window, flat bars at the edges, content bunched in a corner | a few seconds a window, a minute at most |
22
+ | audit-screens, look --hud | text under 12 px, hit areas under 44, safe-area pieces; how much of play the HUD covers | from the playtest's measurements |
23
+ | The blind phone round | how a stranger tried to move (drags against taps) and what hurt | the player's round |
24
+
25
+ Our phone viewport is already touch-true (`isMobile`, `hasTouch`, DPR 2, `?funpixel_touch=1`) with a
26
+ desktop user agent; the Simulator is the one with Safari's own agent, DPR 3 and bars. `playtest
27
+ --phone` and `mobile-qa --phone` run `phone` first. Each platform is marked observed or not, and a
28
+ platform not observed is unknown, never a pass.
29
+
30
+ The phone runs press the start control and nothing else; the other images are stills. An idle board
31
+ after start is not a dead control. In the first calibration run the seat read a still board as a
32
+ swipe that did not register and filed a false high on a game whose swipe works; the prompt now says
33
+ what was pressed, and the finding went away.
34
+
35
+ ## What it judges, and why each
36
+
37
+ 1. **Controls native to touch.** Play by touching the play itself reads as made for a phone. A
38
+ button that repeats a gesture the play area already takes costs room and teaches the button
39
+ instead of the gesture. Controls a verb needs are never clutter: a fire button while a thumb
40
+ steers, a stick, pause, undo. Judge only repetition.
41
+ 2. **The play area's share of the screen.** Phone-native puzzle and arcade games give play most of
42
+ the screen. The seat says the share, measured when the gesture check has written it, else
43
+ estimated from the frame and said so.
44
+ 3. **Thumb reach.** What is pressed every few seconds belongs in the bottom third, or at the edges
45
+ when held sideways. The harness's mobile rules put primary actions in the bottom 30–40% and call
46
+ top-centre the worst place for a control pressed every session.
47
+ 4. **Tap targets.** 44 by 44 points of hit area; seven of the 28 phone fixes in one batch of 45
48
+ reviewed games were targets (skill `fp:mobile-ui`, `references/phone-check.md`).
49
+ 5. **Chrome during play.** Banners, stacked HUD rows, a tip still up after the first move.
50
+ 6. **Safe areas.** The HUD under the status bar is the harness reviewer's most common real defect.
51
+ 7. **Orientation and window fit.** Twelve of those 28 fixes were portrait fit, orientation or
52
+ scale: a landscape world in a sliver of a portrait screen. The captures use fixed sizes, so a
53
+ game can ship a wide, short desktop window that is black and mostly empty with its content
54
+ bunched in a corner (the owner found one at about 1700x800); `look --fit` sweeps the windows
55
+ people give a game. Its content is anything not the ground colour, so a busy backdrop counts:
56
+ it catches empty windows, bars and corners, not a small board on a painted sea (that is item 2).
57
+ 8. **Readability at arm's length.** What a phone shows at its size and brightness.
58
+ 9. **First touch.** Where to touch and what a touch does, from the first screen; the blind round is
59
+ the witness.
60
+
61
+ **Key parity** (research 01, B12): a declared key that no touch route reaches, neither a control nor a
62
+ gesture, is a finding, high when the game declares the phone its primary platform and medium
63
+ otherwise. The parity probe counts only controls that name a key, so it lists the arrows of a swipe
64
+ game as unreached; the seat decides whether the play area's gesture covers them and says which. A
65
+ gesture with no key is never a finding.
66
+
67
+ ## Declaring the platform
68
+
69
+ `"platform": "phone"` in `funpixel.json` metadata says the phone is primary: the seat then ranks an unreachable key high. `"both"` is the
70
+ same seat without that; `"desktop"` says there is no phone target, and the seat is not prepared.
71
+ Undeclared, a game is a phone target: Funpixel games are played on phones.
72
+
73
+ ## Severity and the score
74
+
75
+ High is desktop thinking on the core loop or a phone player blocked: play under half the screen
76
+ while chrome takes the rest, controls that repeat the play area's gesture and take the room play
77
+ needs, the primary control out of reach on every frame, a start control that does not answer in
78
+ Mobile Safari. Medium costs a phone player something but plays. Low is polish. Phone-native 0–10:
79
+ 9–10 made for the phone (Threes, Suika Game, Monument Valley), 7–8 native with small misses, 5–6
80
+ plays but thinks like a desktop in one area, 3–4 a squeezed desktop layout.
81
+
82
+ A finding names the platforms that showed it. The report says a finding every observed platform
83
+ showed once, plainly, and prefixes one only some showed with them, "[iOS Safari landscape] …"
84
+ (research 01, B13): there the platform is the information.
85
+
86
+ ## Where it lands
87
+
88
+ - `playtest report` ranks its findings with the other seats: a high sits beside a blind player's
89
+ high defect (a phone player meets it first), above the panel's fixes; the report has an "On a
90
+ phone" section and a phone-native row against the last playtest.
91
+ - `mobile-qa report` does the same for a standalone run.
92
+ - The Stop hook's hand-back names an open high finding once per answer. It is advisory: the seat's
93
+ findings are yours to pick, edit or ignore. The harness's own MobileReview forces a corrective
94
+ turn on a high; the GDK does not.
95
+
96
+ ## Calibration (29 Sep 2026)
97
+
98
+ Floe round 3 (read-only copy) and Drift, a scratch swipe puzzle made phone-first for this (swipe
99
+ anywhere, board 75% of the screen, one undo button bottom-left, pause top-right), each through one
100
+ seat, real Mobile Safari in both orientations:
101
+
102
+ | Game | Seat | Phone-native | High findings |
103
+ |---|---|---|---|
104
+ | Floe R3 | Opus-class | 5 | controls (four arrows repeat the swipe), play-share (board ~48%) |
105
+ | Floe R3 | Opus-class, second run | 6 | controls (arrows repeat the swipe; board ~37% of the screen) |
106
+ | Floe R3 | Sonnet-class | 4 | controls, play-share (board ~40%) |
107
+ | Floe R3 | Opus-class, with the window sweep | 6 | controls (arrows repeat the swipe; board ~44%) |
108
+ | Drift | Opus-class | 8 | none (landscape board small: medium) |
109
+ | Drift | Sonnet-class | 7 | none |
110
+ | Plush Pop R3 | Opus-class, with the window sweep | 6 | none; medium: left/right/Drop buttons beside a drag the basket takes, the basket ~35% of the Mobile Safari page, landscape a squeezed sidebar |
111
+
112
+ The first-paint times of the window sweep ran 2.5–7.7 s for Floe on a machine at load 50–60: read
113
+ them against runs made the same way, as the profile's numbers.
114
+
115
+ The funtools scaffold is gesture-first since the Riad Rush phone round: a swipe on the play steps,
116
+ a tap or swipe up hops, and its on-screen buttons are a setting, off by default.
117
+
118
+ ## Sources
119
+
120
+ - The harness's mobile reviewer: `mobile_review.txt` (severity discipline, plan as intent),
121
+ `quirks_mobile.txt` (thumb zones, targets, safe areas), `sections/base/mobile.txt`.
122
+ - Skill `fp:mobile-ui`, `references/phone-check.md`: the 28 phone fixes and the four looks.
123
+ - Floe's round 3 and the owner's look at it on an iPhone simulator.
@@ -0,0 +1,161 @@
1
+ # A great playtest, and why it works
2
+
3
+ A playtest is the mirror held up between creator rounds: free measurements, three blind critics and
4
+ a blind phone player look at the same build, and a short ranked list says what stands between this
5
+ round and the next. It applies nothing. This page is what the Held Note lane learned running that
6
+ loop on a survival-horror chapter in Three.js (29 Sep 2026): what made the evidence trustworthy,
7
+ what misled once, and what the person read. Take what fits your game.
8
+
9
+ Held Note, round by round, same panel words and bar:
10
+
11
+ | Round | Overall | Look and feel | What happened |
12
+ |---|---|---|---|
13
+ | v1 | 6.25 | 7.15 | first full playtest; past the gate, under the 7.3 aim |
14
+ | v2, first try | 4.9 | — | every capture sat at the opening shot; the seats said "no walker in any capture" |
15
+ | v2, fixed | 6.55 | 7.62 | same build with the capture views working; look past 7.0 by 0.62 |
16
+
17
+ ## The loop, and why each part is its own
18
+
19
+ `npx @funpixel/tools playtest` builds, verifies, captures every declared view at both sizes (a
20
+ moment view as a strip of frames), audits the phone screens, samples the HUD in play (`look --hud`),
21
+ reads the actors against their ground (`look --read`), reads what a 3D game's heroes are made of
22
+ (`look --3d`: code primitives read as stand-ins unless the style is declared), profiles, runs `sim` and
23
+ `feel` when their scripts exist, and writes one prompt file per seat. Each prompt opens with the numbers as facts F1,
24
+ F2… so a seat reads the instruments before the pictures.
25
+
26
+ Then every seat runs as a fresh agent handed only its prompt file: the three critics (veteran player,
27
+ UX designer, skeptic) in parallel, and the blind player at phone size with `player.md`. A seat that
28
+ sees the code or another seat's answer drifts toward them, and one told why a frame looks as it
29
+ does scores it kinder (0.2 in the calibration): the separation is the instrument. `npx @funpixel/tools playtest report` then ranks
30
+ 3 to 4 next steps, each with a quote, a frame and a number, beside the last round.
31
+
32
+ | Part | Sees | Why it is separate |
33
+ |---|---|---|
34
+ | free measures | the build | numbers nobody argues with: HUD cover, text size, contrast, ΔE, frame time, verb timings |
35
+ | three critic seats | premise, frames, facts | three personas notice different things; each re-reads the phone captures (no mobile seat) |
36
+ | blind phone player | premise, the screen, touch | the only seat that plays: it finds what stills cannot (Held Note: the camera entering walls, a tell too short to see on a muted phone, a tap that cut nothing and showed nothing) |
37
+ | report | all of the above | ranks what blocks a new player first, then what several seats asked for, weighted by where the game trails its genre hit most, so one loud seat does not set the agenda |
38
+
39
+ ## The loop, round after round (the default)
40
+
41
+ Held Note's v1 → v4 pages were worth reading because the instrument stayed the same; `playtest`
42
+ runs that loop by default, and a round can run less.
43
+
44
+ - **One route, one camera.** The first blind round's steps become the saved route; later playtests
45
+ replay it (same steps, viewport, seed) and shoot the plan's timed moments beside its targets.
46
+ - **Per moment, per rule**: art and creative per moment, UI and UX where the plan drew the screen,
47
+ each AD line held, partly or broken; a staged frame play never reached is flagged.
48
+ - **Round history** (`.funtools/playtest/history.json`), every round in one table, each drop marked
49
+ and listed: HN v4 fell on every axis (readability −0.85), which is why its next fix was right.
50
+ - **Last round's blockers first**, judged fixed, still there or changed by the ledger seat; one
51
+ still there ranks up. No evidence is never "fixed".
52
+ - **Do not regress.** Up to eight things the panel named as working ride every brief; one the
53
+ ledger seat finds lost leads the steps and fails the report.
54
+
55
+ ## Look at the captures before you trust a score
56
+
57
+ Held Note's first v2 round scored 4.9, and the seats were right about what they were shown. When the
58
+ game was split into modules, the capture hooks reached the game through a loose cast; the replay
59
+ cursor and the intro timer had moved, the cast hid it, and every view's fast-forward silently left
60
+ the game at t = 0 behind the opening shot. Twenty frames of the title card's camera, scored as a
61
+ survival-horror fight. Typed against the real game, with an error logged when a view misses its
62
+ beat, the same build scored 6.55 / 7.62.
63
+
64
+ What guards against it:
65
+
66
+ - **Open a few frames first.** Does each named view show its beat: the walker in `firstWalker`, the
67
+ bead on the door in `seam`? A minute of looking saves a round of seats scoring the wrong game.
68
+ - **Type the hooks against the real game.** A view's `enter()` that reaches internals through `as
69
+ any` compiles after a refactor and does nothing. With the real type, the move breaks the build.
70
+ - **Let a view say when it misses.** After fast-forwarding, check the thing the view exists to show
71
+ and `console.error` when it is not there. `capture` reports what the page logged while a view
72
+ was entered, and `playtest` opens its report with "Look at the captures first" when views logged
73
+ errors or when several declared views are the same picture.
74
+
75
+ ```ts
76
+ import type { Game } from './game'; // the real type, so a moved field breaks the build
77
+ export function views(game: Game) {
78
+ return {
79
+ firstWalker: {
80
+ enter() {
81
+ game.replay.seek('first-walker'); // the recorded run, to its mark
82
+ if (!game.threats.some((t) => t.inView)) console.error('view firstWalker missed its beat: no walker in view');
83
+ },
84
+ },
85
+ };
86
+ }
87
+ ```
88
+
89
+ ## Measure the right things
90
+
91
+ - **Name the actors so the instruments find them.** `look --read` measures the player and the
92
+ threats against the ground around them. Name each actor's root node `player-…` or `threat-…`
93
+ (or set `userData.role`); once a scene tags a role, only tagged nodes play it. Without tags it
94
+ falls back to the usual words, which in Held Note took a prop, `hazard_barrier`, as a threat, and
95
+ the seats read "threat ΔE 0.7, weakest hazard_barrier at ΔE 0.5". Read the line `look --read` prints per role (how it found the
96
+ role, the nodes it took) before reading its number.
97
+ - **Wire `feel` early.** Expose `hero { x, y, grounded, unit, vx, state, invulnerable }`,
98
+ `threats [{ id, phase }]` with a tell and a strike phase, `dead` and `control` in `__FPX_STATE__`,
99
+ and write `test/feel.json` (skill `fp:game-feel`, references/measure.md). It read Held
100
+ Note's dodge back from real key presses: 1.92 m in 0.30 s against the design's 2.0 m in 0.26 s,
101
+ untouchable for 0.217 s against 0.21. Its script never reached a walker, so the tell, the death
102
+ beat and the restart stayed "not measured": a script that walks to the first threat is what
103
+ measures the fight.
104
+ - **Run `feel` twice.** The first run's long frame (a warm-up shader compile) moved the wall-clock
105
+ windows; one run's dodge hit the rail. Two runs that agree are a measurement; one is an anecdote.
106
+ - **Faded screens.** The HUD judge and the phone audit skip what a faded or hidden ancestor hides.
107
+ Held Note's chapter card, faded to opacity 0 but still on the page, once counted as HUD all
108
+ chapter (41% of the play); taking faded layers out of the page after their fade also keeps them
109
+ from screen readers.
110
+
111
+ ## Films that show the game
112
+
113
+ A still cannot carry a fight, so the review page leads with one filmed run: a bot on the real
114
+ controls, nothing staged. Bots that only walk the route make films with no combat: Held Note's
115
+ route bots never fired the driver or used the knife, so no film showed the weapons the owner asked
116
+ for. A film-only `fighter` bot style that plays the verbs a keen player would fixed it, while the
117
+ tests keep the median bot, because tests measure a typical player and a film shows what the game
118
+ is at its best. Give the blind player and the films a stable build (`vite build`, then `vite
119
+ preview` on its own port): a dev server's hot reloads read as glitches to someone playing, and a
120
+ rebuild partway through a round leaves late steps on newer code (say so when it happens).
121
+
122
+ ## What the review page carries
123
+
124
+ `playtest report` writes `report.md`: the ranked steps, this round against the last and the genre
125
+ hit, what each seat said, the measures and the cost. The page Held Note's owner read added what
126
+ only the creator can assemble, and each part earned its place:
127
+
128
+ 1. **The score against the last round**, overall and look-and-feel, the seats' scores, each
129
+ axis as a bar with the last round beside it and the 7.3 aim marked, and the gate lines (6.0 overall,
130
+ 7.0 look) with pass or not yet. The person sees where the work moved the needle and where it did not.
131
+ 2. **A broken round, explained.** The 4.9 round stayed on the page with its cause and its fix;
132
+ a number that vanished would make every other number suspect.
133
+ 3. **What changed since the last round**, one line each, so the steps can be read against the work.
134
+ 4. **One filmed run**, 60 to 90 s of real play with the fight in it, and a few captioned stills
135
+ from it (the counter, the prompt lit, contact, the quiet after).
136
+ 5. **Screens**: the opening, a death with its cause, the chapter's end, the phone layout.
137
+ 6. **The HUD audit frames** (`look --hud`'s outlined frame), before and after the fix.
138
+ 7. **A measured-facts table**: instrument, what it read, verdict, with "not measured" rows kept
139
+ (a script that never reached a walker is a finding about the script, not a pass).
140
+ 8. **Target frames against the game**: each GDD target frame beside the same beat in the game,
141
+ one line each, "Close" or "Right idea", then what is missing.
142
+ 9. **A pillar audit against the GDD**: each pillar graded, what matches, what still drifts. Held
143
+ Note found requests made mid-build ("add guns", "make her faster") had quietly broken stated
144
+ pillars; re-reading the pillars after each request folded them back in.
145
+ 10. **The critics in their own words**: each seat's one-line quote and its overall.
146
+ 11. **The blind round**: the steps where it struggled, as frames, its verdict and the caveats.
147
+ 12. **Next, ranked**, most blocking first, each concrete ("a tell you can see: the arm builds to
148
+ white across the whole 0.7 s warning"), none needing new content where none is needed.
149
+
150
+ The kit does not build this page yet: `report.json` holds the numbers, `frames/` and
151
+ `hud-*-phone.png` the images, and the rest is the creator's. A page skeleton emitted from
152
+ `report.json` would save the assembly; it is an open idea, not a tool.
153
+
154
+ ## When the numbers disagree with your eyes
155
+
156
+ Trust neither alone. Held Note's threat read ΔE 0.7 on the phone, part of it measured on a prop, and
157
+ the critics independently called the walkers hard to read in the dark; the step stood on the
158
+ critics and the frames: light the dark a notch. When a
159
+ number says pass and the frames look wrong, the instrument may be measuring the wrong thing (the
160
+ prop, the faded card): read what it matched. When the frames look right and the score is low, open
161
+ them all: the seats may be scoring frames that never reached the game.
@@ -0,0 +1,105 @@
1
+ # The critic panel
2
+
3
+ **One verdict per round:** the targets (`score --target` at `accuracy_min`, default 75) and a blind
4
+ player with no high finding (`play`). **At hand-back, the panel too:** three blind critics on real
5
+ captures, phone shots included, at the bar our bar games passed (rule
6
+ R1): overall 6.0, look and feel 7.0; 7.3 the aim on a curated set. Other tools find why.
7
+ The local hook mirrors open evidence (advisory by default); a quiet hook is not acceptance.
8
+
9
+ ## Tools
10
+
11
+ - The judge is the `critic` agent in this kit, run once per persona. With the MCP,
12
+ `capture_view` shoots each declared view at a named state, held still, at a phone or desktop
13
+ size; `audit_screens` and `probe` supply measurements (text size, hit areas, overlaps, clipping,
14
+ safe area). Review what they miss, painted glyphs included.
15
+ - Locally and free: `npx @funpixel/tools capture --all` (every view, both sizes, repeatable; the Stop hook
16
+ reads its index) and `audit-screens --viewport phone`.
17
+ - Before the panel, locally and free: the `player` agent plays the build blind through
18
+ `npx @funpixel/tools play` (never the source); `look --read` measures whether the player and the
19
+ threats stand out from the ground, `look --hud` whether the HUD keeps out of play; `lessons add`
20
+ records a settled finding.
21
+ - Between creator rounds, `/fp:playtest` (`npx @funpixel/tools playtest`) runs all of this in one
22
+ pass and ranks 3 to 4 next steps, each with a quote, a frame and a number; games rose from
23
+ 6.8–7.05 to 7.4–7.6 over 3–4 rounds. The loop:
24
+ [playtest.md](playtest.md). Beside the panel, what stills cannot see: the plan
25
+ against the game ([fidelity.md](fidelity.md)), depth, story, world and
26
+ replay ([experience.md](experience.md)), and whether it is phone-native,
27
+ judged in real Mobile Safari ([mobile-qa.md](mobile-qa.md)).
28
+ - Hosted, for credits (quoted, confirm over 50): `review` runs the panel on your frames or the
29
+ draft, `play` the blind player on the draft; `playtest --hosted` uses both.
30
+
31
+ ## The checklist
32
+
33
+ 1. **After green.** A panel on a build verify has not passed spends its seats on what verify
34
+ already knows.
35
+
36
+ 1a. **Play it blind first.** The `player` agent at phone size, handed only the store description,
37
+ plays through `funtools play`, judges the `criteria` in `funpixel.json` and reports the three
38
+ worst defects with a screenshot and an exact repro each. A round with no high defect is the
39
+ usual point to move on. The Stop hook reads the latest
40
+ phone report on these files, so build before a round and keep source still during it.
41
+
42
+ 2. **Capture the matrix.** Every view in `__FPX_VIEWS__` (title, play, pause, end, and
43
+ any other; the `moment: true` view plays as a burst and keeps its payoff frame) at desktop and
44
+ at phone size in the game's orientation, after the last change to the files, plus each core
45
+ verb mid-answer (`capture --view playing --verbs <verb> --hold 60`) so the veteran seat can judge the juice table.
46
+ Run `audit-screens` at phone size too; use its measurements.
47
+
48
+ 3. **Seat the panel, blind.** Three `critic` runs in parallel in the foreground (a background
49
+ seat answers too late), one persona each: veteran
50
+ player, UX designer, skeptic ([bar.md](bar.md)). Each
51
+ sees what the calibrated panel saw: the frames by full path (a seat may not list folders), a
52
+ store description of four to six sentences (never the note's intentions), `audit-screens`'
53
+ numbers, the five AD rules and its own previous verdict. A seat told why a frame looks as it
54
+ does scores it kinder (briefed seats scored 0.2 above blind ones), so fix the frame; keep the
55
+ design note, target frame and verify summary out. A seat that sees another's scores,
56
+ the code or the builder converges on them. The bar was calibrated with Opus-class seats
57
+ (BAR.md), so a lighter model's scores sit on another scale. Target matching
58
+ is the `art-director` agent's job; its findings join the fix round unscored.
59
+
60
+ 4. **Settle the last round first.** Status per finding: `fixed`, `unchanged`
61
+ (same selector and number), `worse`, or `unseen` (name the view). A settled finding is never filed again in new words. A score moves only on an axis whose frame changed.
62
+
63
+ 5. **Compute the panel means.** Two numbers: the mean of the seats' `overall`, and the mean
64
+ of their `lookAndFeel`. Write the round to `design/review.json` (`/design/` in
65
+ `.harnessignore`).
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+
67
+ 6. **The agreed bar.** Report both means and seat scores; the gate is a minimum, and a hit-level
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+ slice has its own ([hit-bar.md](hit-bar.md)). Averages hide single
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+ failures, so open player findings, a `missing` bar item and a high critic finding stay open
70
+ whatever the mean; `unseen` stays unproved.
71
+
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+ 7. **Under the gate: a recorded fix round.** Merge the seats' findings, fix the highest-severity
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+ ones (a `missing` release-bar item first), verify, capture the matrix again and re-run all four
74
+ seats (`compare --baseline` before, `compare` after). Record the round as the note's `## Fix round` table, one row per open finding by name
75
+ (bar key or finding id) with its next step; the Stop hook reports it as an unfinished
76
+ hand-back, and a finding it does not name stays open. A finding settled `fixed` goes to `funtools lessons add "<finding>" --fix
77
+ "<what fixed it>" --delta <mean change>`. How many rounds is yours: the bar games rose over
78
+ five to fourteen panels (BAR.md). When three rounds stop moving the means, report rather than respin: the mean, the open findings, the next round.
79
+
80
+ 8. **The declared style is the standard.** Pixel, flat, 1-bit, a two-ink print: if the design
81
+ chose it, "looks simple" is not a finding; inconsistent execution or an unfinished stand-in is.
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+ Thumb controls over a phone scene are fine unless they hide what the player steers or are
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+ under 44 px.
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+
85
+ Seat prompts and the release bar: [bar.md](bar.md); the axes and output:
86
+ [rubric.md](rubric.md).
87
+
88
+ ## Worked example
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+
90
+ Window-cleaner, verify 0.
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+ 1. Captures: five views at both sizes; `audit-screens` flags the lives readout at 10 px.
92
+ 2. Three seats, blind: veteran 6.0 ("a pot hitting the cradle has no hit answer"), UX 5.5 (lives
93
+ at 10 px), skeptic 5.8 ("end screen is a flat colour"). Means 5.8
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+ and 6.8 look: under the gate.
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+ 3. Fix round 1: hits get flash, spray and 60 ms hitstop; lives to 24 px; an illustrated end screen.
96
+ 4. Round 2, the confirm round: prior findings `fixed`; mean 6.65, look 7.4: above the floor; stop.
97
+
98
+ ## Common mistakes
99
+
100
+ - Judging captures older than the files.
101
+ - A third panel on one milestone (judge, fix, confirm once, stop).
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+ - One critic playing all three seats, or seats that see each other's scores: the panel collapses
103
+ into one opinion.
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+ - Phone frames skipped because desktop looked fine.
105
+ - Handing back under the bar without naming the next round.