@funpixel/tools 0.0.0-stage → 0.1.0
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- package/LICENSE +115 -0
- package/NOTICE +28 -0
- package/README.md +110 -2
- package/bench/LICENSE +674 -0
- package/bench/README.md +10 -0
- package/bench/entrypoint.py +94 -0
- package/bench/handlers/__init__.py +53 -0
- package/bench/handlers/apply_skin.py +192 -0
- package/bench/handlers/apply_texture.py +195 -0
- package/bench/handlers/audit_clips.py +351 -0
- package/bench/handlers/author_clips.py +297 -0
- package/bench/handlers/author_motion.py +298 -0
- package/bench/handlers/bake_emissive.py +136 -0
- package/bench/handlers/build_level.py +395 -0
- package/bench/handlers/decimate.py +220 -0
- package/bench/handlers/fit_rig.py +273 -0
- package/bench/handlers/fracture.py +233 -0
- package/bench/handlers/humanoid.py +119 -0
- package/bench/handlers/inspect.py +212 -0
- package/bench/handlers/level_check.py +68 -0
- package/bench/handlers/level_geo.py +150 -0
- package/bench/handlers/level_proof.py +117 -0
- package/bench/handlers/level_props.py +135 -0
- package/bench/handlers/lod.py +83 -0
- package/bench/handlers/merge_clips.py +122 -0
- package/bench/handlers/mirror_limb.py +336 -0
- package/bench/handlers/motion_specs.json +11 -0
- package/bench/handlers/normalize_materials.py +182 -0
- package/bench/handlers/normalize_transform.py +174 -0
- package/bench/handlers/prune_clips.py +141 -0
- package/bench/handlers/raster.py +98 -0
- package/bench/handlers/render.py +239 -0
- package/bench/handlers/render_views.py +101 -0
- package/bench/handlers/retarget_clips.py +185 -0
- package/bench/handlers/scene.py +311 -0
- package/bench/handlers/sheet.py +118 -0
- package/bench/handlers/texels.py +176 -0
- package/bench/handlers/views.py +232 -0
- package/dist/api/generated/openapi.js +1 -0
- package/dist/api/http.js +71 -0
- package/dist/api/jobs.js +94 -0
- package/dist/assets/bakeoff.js +61 -0
- package/dist/assets/counts.js +60 -0
- package/dist/assets/gen.js +230 -0
- package/dist/assets/lock.js +77 -0
- package/dist/assets/manifest.js +236 -0
- package/dist/assets/palette-fit.js +99 -0
- package/dist/assets/pixelart.js +192 -0
- package/dist/assets/pixels.js +131 -0
- package/dist/assets/plan.js +169 -0
- package/dist/assets/process.js +209 -0
- package/dist/assets/script.js +194 -0
- package/dist/assets/steps.js +294 -0
- package/dist/bin.js +8 -0
- package/dist/board/board.js +99 -0
- package/dist/cast/library.js +102 -0
- package/dist/cast/measure.js +222 -0
- package/dist/cli.js +2918 -0
- package/dist/clip/clip.js +83 -0
- package/dist/commands/account.js +158 -0
- package/dist/commands/assets-pixels.js +106 -0
- package/dist/commands/assets.js +473 -0
- package/dist/commands/beats.js +77 -0
- package/dist/commands/board.js +162 -0
- package/dist/commands/boxes.js +89 -0
- package/dist/commands/capture-all.js +92 -0
- package/dist/commands/cast.js +84 -0
- package/dist/commands/character.js +58 -0
- package/dist/commands/check.js +404 -0
- package/dist/commands/clip.js +112 -0
- package/dist/commands/compare-takes.js +204 -0
- package/dist/commands/compare-target.js +149 -0
- package/dist/commands/compare.js +117 -0
- package/dist/commands/compose-variations.js +202 -0
- package/dist/commands/compose.js +163 -0
- package/dist/commands/cut.js +13 -0
- package/dist/commands/decide.js +90 -0
- package/dist/commands/depth.js +171 -0
- package/dist/commands/dev.js +138 -0
- package/dist/commands/directions.js +106 -0
- package/dist/commands/doctor.js +281 -0
- package/dist/commands/export.js +88 -0
- package/dist/commands/feedback.js +496 -0
- package/dist/commands/feel.js +144 -0
- package/dist/commands/fidelity.js +95 -0
- package/dist/commands/find.js +116 -0
- package/dist/commands/firstlook.js +138 -0
- package/dist/commands/flow.js +600 -0
- package/dist/commands/framing.js +53 -0
- package/dist/commands/gdd.js +227 -0
- package/dist/commands/gen.js +512 -0
- package/dist/commands/greenlight.js +148 -0
- package/dist/commands/hook.js +171 -0
- package/dist/commands/init.js +234 -0
- package/dist/commands/inspect.js +161 -0
- package/dist/commands/job.js +41 -0
- package/dist/commands/jobs.js +87 -0
- package/dist/commands/journal.js +58 -0
- package/dist/commands/journey.js +228 -0
- package/dist/commands/judge.js +191 -0
- package/dist/commands/lanes.js +571 -0
- package/dist/commands/lessons.js +74 -0
- package/dist/commands/life.js +134 -0
- package/dist/commands/login.js +134 -0
- package/dist/commands/look-3d.js +105 -0
- package/dist/commands/look-fit.js +116 -0
- package/dist/commands/look-hud.js +180 -0
- package/dist/commands/look-read.js +162 -0
- package/dist/commands/look-sheet.js +152 -0
- package/dist/commands/look-theme.js +136 -0
- package/dist/commands/look.js +373 -0
- package/dist/commands/loop.js +112 -0
- package/dist/commands/loudness.js +69 -0
- package/dist/commands/mobile-qa.js +119 -0
- package/dist/commands/model.js +256 -0
- package/dist/commands/models.js +93 -0
- package/dist/commands/motion.js +305 -0
- package/dist/commands/next.js +72 -0
- package/dist/commands/note.js +294 -0
- package/dist/commands/optimize.js +212 -0
- package/dist/commands/owner.js +109 -0
- package/dist/commands/pack.js +66 -0
- package/dist/commands/parts.js +635 -0
- package/dist/commands/phone.js +398 -0
- package/dist/commands/pick.js +146 -0
- package/dist/commands/pitch.js +205 -0
- package/dist/commands/places.js +89 -0
- package/dist/commands/play.js +368 -0
- package/dist/commands/playable.js +51 -0
- package/dist/commands/playtest.js +262 -0
- package/dist/commands/profile.js +292 -0
- package/dist/commands/progress.js +537 -0
- package/dist/commands/publish.js +165 -0
- package/dist/commands/reach.js +72 -0
- package/dist/commands/reel.js +177 -0
- package/dist/commands/review.js +112 -0
- package/dist/commands/rooms.js +180 -0
- package/dist/commands/schema.js +29 -0
- package/dist/commands/score.js +326 -0
- package/dist/commands/serve.js +67 -0
- package/dist/commands/setup.js +254 -0
- package/dist/commands/sim.js +179 -0
- package/dist/commands/simulator.js +154 -0
- package/dist/commands/smoke-build.js +305 -0
- package/dist/commands/smoke.js +37 -0
- package/dist/commands/spec.js +114 -0
- package/dist/commands/store.js +154 -0
- package/dist/commands/test.js +104 -0
- package/dist/commands/trailer.js +255 -0
- package/dist/commands/unity-editor.js +322 -0
- package/dist/commands/unity-player.js +672 -0
- package/dist/commands/unity.js +198 -0
- package/dist/commands/upgrade.js +186 -0
- package/dist/commands/variety.js +108 -0
- package/dist/commands/verify.js +293 -0
- package/dist/commands/walk.js +449 -0
- package/dist/commands/widen.js +133 -0
- package/dist/commands/world.js +175 -0
- package/dist/commands/wow.js +143 -0
- package/dist/commands/zero.js +71 -0
- package/dist/compose/adsheet.js +61 -0
- package/dist/compose/contract.js +248 -0
- package/dist/compose/facts.js +81 -0
- package/dist/compose/hyperframes.js +102 -0
- package/dist/compose/page.js +216 -0
- package/dist/compose/probe.js +160 -0
- package/dist/compose/run.js +170 -0
- package/dist/compose/sheet.js +92 -0
- package/dist/compose/starters.js +247 -0
- package/dist/compose/variations.js +203 -0
- package/dist/criteria.js +35 -0
- package/dist/depth/experience.js +61 -0
- package/dist/depth/fill.js +102 -0
- package/dist/depth/inventory.js +161 -0
- package/dist/depth/pacing.js +173 -0
- package/dist/depth/story.js +97 -0
- package/dist/dev/devtools.js +119 -0
- package/dist/dev/hold.js +46 -0
- package/dist/dev/lan.js +15 -0
- package/dist/dev/open.js +30 -0
- package/dist/dev/qr.js +124 -0
- package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
- package/dist/devtools/LICENSES/preact.LICENSE +21 -0
- package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
- package/dist/devtools/LICENSES/three.LICENSE +21 -0
- package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
- package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
- package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
- package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
- package/dist/direct/moves.js +234 -0
- package/dist/direct/read.js +59 -0
- package/dist/direct/round.js +80 -0
- package/dist/doctor/host.js +245 -0
- package/dist/doctor/unity-checks.js +380 -0
- package/dist/doctor/unity-history.js +605 -0
- package/dist/doctor/unity-host.js +160 -0
- package/dist/doctor/unity-import-rules.js +874 -0
- package/dist/doctor/unity-meta.js +225 -0
- package/dist/doctor/unity-project.js +297 -0
- package/dist/doctor/unity.js +171 -0
- package/dist/export/export.js +165 -0
- package/dist/export/metadata.js +25 -0
- package/dist/export/runtime.js +119 -0
- package/dist/export/scan.js +78 -0
- package/dist/export/select.js +193 -0
- package/dist/export/strip.js +42 -0
- package/dist/feedback/ab.js +95 -0
- package/dist/feedback/auto.js +44 -0
- package/dist/feedback/learn.js +255 -0
- package/dist/feedback/measure.js +49 -0
- package/dist/feedback/page.js +66 -0
- package/dist/feel/feedback.js +85 -0
- package/dist/feel/judge.js +420 -0
- package/dist/feel/run.js +185 -0
- package/dist/feel/spec.js +124 -0
- package/dist/feel/sweep.js +156 -0
- package/dist/fidelity/consistency.js +205 -0
- package/dist/fidelity/match.js +675 -0
- package/dist/fidelity/run.js +107 -0
- package/dist/find/keywords.js +97 -0
- package/dist/find/names.js +45 -0
- package/dist/find/route.js +59 -0
- package/dist/firstlook/quality.js +261 -0
- package/dist/firstlook/render.js +111 -0
- package/dist/firstlook/set.js +218 -0
- package/dist/flow/flow.js +455 -0
- package/dist/flow/look.js +139 -0
- package/dist/frame/behaviour.js +53 -0
- package/dist/frame/clock.js +117 -0
- package/dist/frame/contract.js +111 -0
- package/dist/frame/genre.js +65 -0
- package/dist/frame/idle.js +58 -0
- package/dist/frame/opening.js +171 -0
- package/dist/frames/loop.js +52 -0
- package/dist/frames/sheet.js +69 -0
- package/dist/gdd/book.js +483 -0
- package/dist/gdd/chapters.js +71 -0
- package/dist/gdd/design.js +135 -0
- package/dist/gdd/doc.js +32 -0
- package/dist/gdd/levelmap.js +428 -0
- package/dist/gdd/measures.js +477 -0
- package/dist/gdd/page.js +111 -0
- package/dist/gdd/rubric.js +250 -0
- package/dist/gdd/size.js +83 -0
- package/dist/gdd/tiers.js +148 -0
- package/dist/gdd/world.js +98 -0
- package/dist/gdd/worth.js +507 -0
- package/dist/gen/kinds.js +451 -0
- package/dist/gen/local/doctor.js +25 -0
- package/dist/gen/local/index.js +3 -0
- package/dist/gen/local/kokoro.js +334 -0
- package/dist/gen/local/master.js +248 -0
- package/dist/gen/local/provider.js +65 -0
- package/dist/gen/local/voice-rules.js +156 -0
- package/dist/gen/models.generated.js +469 -0
- package/dist/gen/models.js +53 -0
- package/dist/gen/prompt-lint.js +35 -0
- package/dist/gen/record.js +73 -0
- package/dist/gen/save.js +101 -0
- package/dist/gen/title.js +55 -0
- package/dist/gen/unity.js +334 -0
- package/dist/goals/goals.js +204 -0
- package/dist/goals/run.js +90 -0
- package/dist/greenlight/ambition.js +42 -0
- package/dist/greenlight/bible.js +138 -0
- package/dist/greenlight/lock.js +48 -0
- package/dist/greenlight/match.js +19 -0
- package/dist/greenlight/md.js +82 -0
- package/dist/greenlight/page.js +100 -0
- package/dist/greenlight/pitches.js +66 -0
- package/dist/greenlight/worth.js +90 -0
- package/dist/guidance.js +24 -0
- package/dist/init/bare.js +114 -0
- package/dist/init/git.js +56 -0
- package/dist/init/starter.js +166 -0
- package/dist/init/starters.js +179 -0
- package/dist/inspect/describe.js +125 -0
- package/dist/inspect/devserver.js +40 -0
- package/dist/journey/diff.js +74 -0
- package/dist/journey/from-round.js +44 -0
- package/dist/journey/record.js +76 -0
- package/dist/journey/run.js +139 -0
- package/dist/journey/script.js +223 -0
- package/dist/judge/common.js +60 -0
- package/dist/judge/identity.js +68 -0
- package/dist/judge/sources.js +37 -0
- package/dist/judge/structure.js +59 -0
- package/dist/keys/device.js +145 -0
- package/dist/keys/store.js +167 -0
- package/dist/lanes/fence.js +108 -0
- package/dist/lanes/gate.js +123 -0
- package/dist/lanes/lanes.js +355 -0
- package/dist/lanes/union.js +62 -0
- package/dist/lanes/where.js +49 -0
- package/dist/lessons/motifs.js +97 -0
- package/dist/lessons/store.js +56 -0
- package/dist/look/anim.js +206 -0
- package/dist/look/boxes.js +209 -0
- package/dist/look/dressing.js +24 -0
- package/dist/look/feedback.js +50 -0
- package/dist/look/fit.js +123 -0
- package/dist/look/held.js +92 -0
- package/dist/look/hook.js +169 -0
- package/dist/look/hud.js +189 -0
- package/dist/look/image-io.js +50 -0
- package/dist/look/life.js +96 -0
- package/dist/look/light.js +42 -0
- package/dist/look/look.js +85 -0
- package/dist/look/loops.js +108 -0
- package/dist/look/made-of.js +242 -0
- package/dist/look/moments.js +32 -0
- package/dist/look/motion.js +44 -0
- package/dist/look/phone-play.js +142 -0
- package/dist/look/player.js +32 -0
- package/dist/look/png.js +117 -0
- package/dist/look/readability.js +100 -0
- package/dist/look/roles.js +109 -0
- package/dist/look/sheet.js +104 -0
- package/dist/look/theme.js +278 -0
- package/dist/look/touch.js +129 -0
- package/dist/look/ui-style.js +102 -0
- package/dist/machine/procs.js +117 -0
- package/dist/managed.js +15 -0
- package/dist/mcp/hosted.js +174 -0
- package/dist/mcp/models.generated.js +538 -0
- package/dist/mcp/models.js +35 -0
- package/dist/mcp/server.js +329 -0
- package/dist/memory/decisions.js +138 -0
- package/dist/memory/journal.js +108 -0
- package/dist/model/bench.js +83 -0
- package/dist/model/blender.js +106 -0
- package/dist/model/clips.js +34 -0
- package/dist/model/finalize.js +33 -0
- package/dist/motion/checks.js +173 -0
- package/dist/motion/contract.js +177 -0
- package/dist/motion/encode.js +37 -0
- package/dist/motion/render.js +167 -0
- package/dist/motion/starter.js +54 -0
- package/dist/optimize/check.js +29 -0
- package/dist/optimize/helper.js +80 -0
- package/dist/owner/bar.js +285 -0
- package/dist/owner/match.js +105 -0
- package/dist/pack/build.js +97 -0
- package/dist/pack/deps.js +28 -0
- package/dist/pack/leaks.js +77 -0
- package/dist/pack/limits.js +51 -0
- package/dist/pack/report.js +35 -0
- package/dist/phone/baguette.js +139 -0
- package/dist/phone/listen.js +65 -0
- package/dist/pipeline/pipeline.js +929 -0
- package/dist/plan/actions.js +18 -0
- package/dist/plan/notes.js +15 -0
- package/dist/play/clock.js +40 -0
- package/dist/play/condition.js +45 -0
- package/dist/play/frames.js +60 -0
- package/dist/play/input.js +118 -0
- package/dist/play/pointer.js +21 -0
- package/dist/play/report.js +124 -0
- package/dist/play/server.js +274 -0
- package/dist/play/session.js +231 -0
- package/dist/play/steps.js +192 -0
- package/dist/playable/build.js +90 -0
- package/dist/playable/cta.js +88 -0
- package/dist/playable/networks.js +33 -0
- package/dist/playable/scan.js +46 -0
- package/dist/playtest/after-round.js +60 -0
- package/dist/playtest/assemble.js +168 -0
- package/dist/playtest/experience-run.js +69 -0
- package/dist/playtest/experience.js +77 -0
- package/dist/playtest/facts.js +90 -0
- package/dist/playtest/fidelity.js +179 -0
- package/dist/playtest/history.js +115 -0
- package/dist/playtest/hits.js +48 -0
- package/dist/playtest/hosted.js +98 -0
- package/dist/playtest/keep.js +110 -0
- package/dist/playtest/ledger.js +77 -0
- package/dist/playtest/length.js +113 -0
- package/dist/playtest/measure.js +181 -0
- package/dist/playtest/mobile-qa.js +391 -0
- package/dist/playtest/mockups.js +198 -0
- package/dist/playtest/moments.js +28 -0
- package/dist/playtest/prepare.js +162 -0
- package/dist/playtest/rank.js +184 -0
- package/dist/playtest/report.js +209 -0
- package/dist/playtest/route.js +139 -0
- package/dist/playtest/seats.js +128 -0
- package/dist/playtest/sheet.js +38 -0
- package/dist/playtest/stop.js +54 -0
- package/dist/playtest/stuck.js +47 -0
- package/dist/production/contract.js +61 -0
- package/dist/production/mirror.js +96 -0
- package/dist/production/tier.js +66 -0
- package/dist/profile/compare.js +171 -0
- package/dist/progress/answers.js +35 -0
- package/dist/progress/holds.js +106 -0
- package/dist/progress/notify.js +25 -0
- package/dist/progress/progress.js +300 -0
- package/dist/publish/build.js +54 -0
- package/dist/publish/folder.js +106 -0
- package/dist/publish/funpixel.js +96 -0
- package/dist/publish/hosts.js +48 -0
- package/dist/reach/envelope.js +111 -0
- package/dist/reach/load.js +84 -0
- package/dist/reach/side.js +320 -0
- package/dist/reach/spec3d.js +338 -0
- package/dist/reach/tiles.js +163 -0
- package/dist/reel/encode.js +34 -0
- package/dist/reel/tour.js +81 -0
- package/dist/relay/bots.js +62 -0
- package/dist/relay/bridge.js +54 -0
- package/dist/relay/local.js +82 -0
- package/dist/relay/redis.js +40 -0
- package/dist/review/audio.js +72 -0
- package/dist/review/ledger.js +60 -0
- package/dist/review/media.js +114 -0
- package/dist/review/model.js +348 -0
- package/dist/review/picture.js +113 -0
- package/dist/review/specs.js +134 -0
- package/dist/review/video.js +248 -0
- package/dist/schema/game.js +308 -0
- package/dist/score/comfort.js +79 -0
- package/dist/score/light.js +62 -0
- package/dist/score/measure.js +386 -0
- package/dist/score/vision.js +59 -0
- package/dist/serve/webgl.js +415 -0
- package/dist/setup/lsp.js +42 -0
- package/dist/sim/curve.js +122 -0
- package/dist/sim/judge.js +240 -0
- package/dist/sim/skeleton.js +65 -0
- package/dist/simulator/lease.js +159 -0
- package/dist/simulator/orient.js +57 -0
- package/dist/simulator/screen.js +113 -0
- package/dist/simulator/simctl.js +79 -0
- package/dist/smoke/art.js +20 -0
- package/dist/smoke/checks.js +165 -0
- package/dist/smoke/logic.js +73 -0
- package/dist/smoke/orphans.js +78 -0
- package/dist/smoke/palette.js +16 -0
- package/dist/smoke/sources.js +36 -0
- package/dist/sound/beats.js +95 -0
- package/dist/sound/loudness.js +94 -0
- package/dist/spec/extract.js +123 -0
- package/dist/spec/lint.js +261 -0
- package/dist/spec/presets.js +30 -0
- package/dist/spec/rooms.js +188 -0
- package/dist/spec/scaffold.js +457 -0
- package/dist/spec/sections.js +16 -0
- package/dist/spec/tunables.js +74 -0
- package/dist/stage/harnessignore.js +90 -0
- package/dist/stage/stage.js +57 -0
- package/dist/stage/tar.js +41 -0
- package/dist/status/board.js +172 -0
- package/dist/status/file.js +112 -0
- package/dist/status/inbox.js +55 -0
- package/dist/status/status.js +311 -0
- package/dist/store/answers.js +47 -0
- package/dist/store/doctor.js +120 -0
- package/dist/store/images.js +65 -0
- package/dist/store/init.js +101 -0
- package/dist/store/lint.js +392 -0
- package/dist/store/plan.js +133 -0
- package/dist/store/sdks.js +107 -0
- package/dist/studio/forks.js +93 -0
- package/dist/studio/pitch.js +294 -0
- package/dist/studio/widen.js +212 -0
- package/dist/suite/node-run.js +81 -0
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# Plan fidelity: what was planned against what was built
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The critic panel never sees the plan, so it cannot see that the game drifted from it. Held Note (a
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third-person horror chapter, the Held Note lane, 29 Sep 2026) scored 6.55 overall and 7.62 on look
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from the panel; a blind judge holding the same build against its own GDD gave art direction 4 and
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creative direction 3, and named what the panel could not: the thesis frame's fingers missing from
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the seam, the first walker at arm's length instead of far down the corridor, a stencil colour that
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had drifted, a camera low and to the side where the plan put it high over the shoulder. A pass later
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held the dark, the camera and the stencils (AD-3 held) and still missed the fingers. That judge is now
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the fidelity seat in `funtools playtest`.
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## What the seat sees, and nothing else
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- The GDD's creative direction in its own words: the pitch, the promise, the thesis, the 6-second ad.
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- The declared style (the first paragraph under the look or art direction heading).
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- The AD rules.
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- Each target frame's moment and intent (what the frame must carry).
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- The measured facts (F…, and P1: which moments were paired and which were not, and why).
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- Image pairs: the target frame beside the game's frame of the same moment, and a strip of
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consecutive frames when the moment is animated.
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- The last round's findings, last.
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It scores each moment on art (camera and composition, light, materials, how the actors read, the
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world's marks, the grade) and creative (does the frame carry the moment's intent), 0–10; then art
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direction and creative direction overall, each AD rule as held, partly or broken, and five changes.
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It ignores the HUD, and where the plan's words and its own picture disagree, the words win.
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## Pairing the moments
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The GDD template's target-frames table ties each target to its moment:
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| Moment | Target | Game frame | Intent | Pins |
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| 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 |
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A game frame is a declared view (`view firstWalker`, shot by `capture --all`), a journey mark
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(`journey chapter1 walker`, the frame the latest run held at that mark) or a file. With no table,
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`design/target.png` is paired with the play view. A moment with no game frame is listed in P1 with
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the reason, never scored.
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**Shoot the moment the plan means, not a fixed timestamp.** The walker at the six metres the target
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drew, the splice as it completes, the merge at its pop. A view whose `enter()` replays a recorded run
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to that beat (the playtest reference's `game.replay.seek('first-walker')`), or a journey mark placed
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at it, lands there on every build; a clock time drifts the first time the level changes. Two of our
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own fallback pairs show the cost: Plush Pop's play view was captured with an empty basket, so the
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seat could only say the target's pile and squish were missing; Gesundheit's was captured before
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any sneeze, so the flowers the target promises were not on the ground.
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**Or pin it to a time on the saved route, and name both.** From the first playtest on, the blind
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player's steps are kept as the route (`test/journeys/playtest-route.json`) and every playtest replays
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it with the same viewport and seed. A game frame `at 1:00` (or a moment written `1:00 the first
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walker`) is the route's frame at that time on the script's own clock: like with like every round,
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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
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firstWalker`, is judged on the played frame, and the view stays beside it as the staged frame. When
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the played route never reaches what a staged view or a lane's file shows (no moment, screen or beat
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by that name in play), the report says so: Held Note's Diver was showcase art in its lane's frame
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and "a few coral points" in play. A moment past the route's end is play that never got there. Keep
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the route while the level holds; when the level changes, record a new one (`journey record
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playtest-route --force`) and read the history's next column as a new baseline, which the report marks.
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## How the judging is kept honest
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- **The rubric comes first** (Scenario). The plan's words were written before the build; a rubric
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written after seeing the frames inherits their flaws. Every miss cites the line it fails:
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`[AD-2]`, `[intent: the seam]`, `[direction]`.
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- **Declared style is intent, never a finding**. Pixel art that looks pixelated is
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what was asked for; the style applied inconsistently still is a finding.
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- **Sweep an animated moment for identity** (Scenario). Across a strip, a named part gained, lost,
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recoloured or reshaped is drift; a part moving with the action is animation. A spot check at one
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frame missed a defect that faded in half a second later.
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- **Facts over the frame**. The numbered facts outrank a reading of one picture: a
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world that looks empty in one frame while the facts count what is off-camera is not empty.
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- **Adjudicate the last round**. Each earlier finding comes back marked fixed,
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unchanged or worse, and a score whose evidence did not change does not move.
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## The plan's interface: UI and UX as imagined or not
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The owner's second question, from the Held Note lane: is the interface the one the plan designed?
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Held Note's GDD draws its phone HUD and its message screen as HTML at 852 × 393, each element
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numbered with a line of spec ("1 collar ring: health, five cyan lights"; "nothing sits in the middle
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of the screen"). When a GDD has such mockups (a `.phone` or `[data-mockup]` element in any page under
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`design/`, the first look's `hud.html` first), `funtools playtest` renders each as an element
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screenshot and pairs it with the game's same screen, captured through a view at phone size in touch
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mode (the GDD's `| Screen | Mockup | Game frame |` row names the view; a HUD pairs with the play
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view). A still auto-presses a screen that waits for input, so a screen that waits is opened through
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a view, never reached by a capture pressing on.
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Pictures count as mockups too: the style bible's `**HUD target:**` and `**Title target:**` lines
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(skill `funpixel-art`, ui.md) and a GDD mockups row naming an image pair with the play and
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title views, carrying the bible's `## UI` section as their words. The seat also reads `look --hud`'s
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dressing facts (system type, dark neutral plates, the scaffold's own glyphs, icons typed as
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characters, a plain wordmark), and
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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
|
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100
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+
phone player's round as play facts, because UX is how it plays (a goal the player could not find,
|
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101
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+
a dodge never taught). Per screen it scores ui (layout, what sits on the character against the
|
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102
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+
glass, sizes, the visual language) and ux (does it work as intended); each numbered element held,
|
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103
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+
partly or missing; what the game adds that the plan does not have, and whether each serves or fights
|
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104
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+
the plan's rules; then UI and UX fidelity and five changes. The report puts them beside the art
|
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105
|
+
seat's scores and ranks the changes, a missing planned element first. On Held Note's two mockups
|
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106
|
+
it gave UI 5 and UX 4: of 15 planned elements 3 held, 8 partly and 4 missing, and four additions
|
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107
|
+
(a tutorial line at top centre, a permanent minimap) fought "nothing sits in the middle".
|
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108
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+
|
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109
|
+
## Reading the result
|
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110
|
+
|
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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
|
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113
|
+
held look usually means the moment was shot at the wrong time or the frame's subject is missing;
|
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114
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+
fix the view or the moment before the art. When three of our games were judged against their
|
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115
|
+
single target frame, Lantern Night kept its palette and lantern design (art 8) but lost the wheel of
|
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116
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+
lanterns and the visible chain (creative 6); Plush Pop built the target's set but not its round felt
|
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117
|
+
critters or the squish (5 and 3, AD-1 broken).
|
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118
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+
|
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119
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+
## After a greenlight lock: reference-match rounds
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120
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+
|
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121
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+
When `design/greenlight/lock.json` exists (skill `funpixel-gdd`, the greenlight), the seat reads the
|
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122
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+
style bible's locked target table first, its facts name the locked version and anything changed
|
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123
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+
since, and its brief gains `panel/reference-match.md`: compare the establishing view first, then
|
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the player's view, and list the biggest differences between the accepted pictures and the running
|
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+
game, each with the one change that closes it. Those targets cleared the genre hit before any code,
|
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+
so a large gap here is the build falling short of its own plan, not the plan's taste.
|
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@@ -0,0 +1,31 @@
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1
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+
# Comparing a slice against a genre hit
|
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2
|
+
|
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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
|
+
`funpixel-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 `funpixel-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%) |
|
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| Floe R3 | Opus-class, second run | 6 | controls (arrows repeat the swipe; board ~37% of the screen) |
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| Floe R3 | Sonnet-class | 4 | controls, play-share (board ~40%) |
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| Floe R3 | Opus-class, with the window sweep | 6 | controls (arrows repeat the swipe; board ~44%) |
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| Drift | Opus-class | 8 | none (landscape board small: medium) |
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| Drift | Sonnet-class | 7 | none |
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| 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 |
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The first-paint times of the window sweep ran 2.5–7.7 s for Floe on a machine at load 50–60: read
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them against runs made the same way, as the profile's numbers.
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The funtools scaffold is gesture-first since the Riad Rush phone round: a swipe on the play steps,
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a tap or swipe up hops, and its on-screen buttons are a setting, off by default.
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## Sources
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- The harness's mobile reviewer: `mobile_review.txt` (severity discipline, plan as intent),
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`quirks_mobile.txt` (thumb zones, targets, safe areas), `sections/base/mobile.txt`.
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- Skill `funpixel-mobile-ui`, `references/phone-check.md`: the 28 phone fixes and the four looks.
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- Floe's round 3 and the owner's look at it on an iPhone simulator.
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# A great playtest, and why it works
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A playtest is the mirror held up between creator rounds: free measurements, three blind critics and
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a blind phone player look at the same build, and a short ranked list says what stands between this
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round and the next. It applies nothing. This page is what the Held Note lane learned running that
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loop on a survival-horror chapter in Three.js (29 Sep 2026): what made the evidence trustworthy,
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what misled once, and what the person read. Take what fits your game.
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Held Note, round by round, same panel words and bar:
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| Round | Overall | Look and feel | What happened |
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|---|---|---|---|
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| v1 | 6.25 | 7.15 | first full playtest; past the gate, under the 7.3 aim |
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| v2, first try | 4.9 | — | every capture sat at the opening shot; the seats said "no walker in any capture" |
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| v2, fixed | 6.55 | 7.62 | same build with the capture views working; look past 7.0 by 0.62 |
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## The loop, and why each part is its own
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`npx @funpixel/tools playtest` builds, verifies, captures every declared view at both sizes (a
|
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moment view as a strip of frames), audits the phone screens, samples the HUD in play (`look --hud`),
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reads the actors against their ground (`look --read`), reads what a 3D game's heroes are made of
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(`look --3d`: code primitives read as stand-ins unless the style is declared), profiles, runs `sim` and
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`feel` when their scripts exist, and writes one prompt file per seat. Each prompt opens with the numbers as facts F1,
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F2… so a seat reads the instruments before the pictures.
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Then every seat runs as a fresh agent handed only its prompt file: the three critics (veteran player,
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UX designer, skeptic) in parallel, and the blind player at phone size with `player.md`. A seat that
|
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sees the code or another seat's answer drifts toward them, and one told why a frame looks as it
|
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does scores it kinder (0.2 in the calibration): the separation is the instrument. `npx @funpixel/tools playtest report` then ranks
|
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3 to 4 next steps, each with a quote, a frame and a number, beside the last round.
|
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| Part | Sees | Why it is separate |
|
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|---|---|---|
|
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| free measures | the build | numbers nobody argues with: HUD cover, text size, contrast, ΔE, frame time, verb timings |
|
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|
+
| three critic seats | premise, frames, facts | three personas notice different things; each re-reads the phone captures (no mobile seat) |
|
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+
| 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) |
|
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|
+
| 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 |
|
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+
|
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## The loop, round after round (the default)
|
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40
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+
|
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41
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Held Note's v1 → v4 pages were worth reading because the instrument stayed the same; `playtest`
|
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+
runs that loop by default, and a round can run less.
|
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+
|
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+
- **One route, one camera.** The first blind round's steps become the saved route; later playtests
|
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+
replay it (same steps, viewport, seed) and shoot the plan's timed moments beside its targets.
|
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+
- **Per moment, per rule**: art and creative per moment, UI and UX where the plan drew the screen,
|
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+
each AD line held, partly or broken; a staged frame play never reached is flagged.
|
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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
|
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51
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+
still there ranks up. No evidence is never "fixed".
|
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+
- **Do not regress.** Up to eight things the panel named as working ride every brief; one the
|
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53
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+
ledger seat finds lost leads the steps and fails the report.
|
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|
+
|
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## Look at the captures before you trust a score
|
|
56
|
+
|
|
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|
+
Held Note's first v2 round scored 4.9, and the seats were right about what they were shown. When the
|
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+
game was split into modules, the capture hooks reached the game through a loose cast; the replay
|
|
59
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+
cursor and the intro timer had moved, the cast hid it, and every view's fast-forward silently left
|
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the game at t = 0 behind the opening shot. Twenty frames of the title card's camera, scored as a
|
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survival-horror fight. Typed against the real game, with an error logged when a view misses its
|
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beat, the same build scored 6.55 / 7.62.
|
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63
|
+
|
|
64
|
+
What guards against it:
|
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65
|
+
|
|
66
|
+
- **Open a few frames first.** Does each named view show its beat: the walker in `firstWalker`, the
|
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67
|
+
bead on the door in `seam`? A minute of looking saves a round of seats scoring the wrong game.
|
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68
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- **Type the hooks against the real game.** A view's `enter()` that reaches internals through `as
|
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69
|
+
any` compiles after a refactor and does nothing. With the real type, the move breaks the build.
|
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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
|
|
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+
errors or when several declared views are the same picture.
|
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|
+
|
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75
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+
```ts
|
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|
+
import type { Game } from './game'; // the real type, so a moved field breaks the build
|
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+
export function views(game: Game) {
|
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|
+
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 `funpixel-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`).
|
|
66
|
+
|
|
67
|
+
6. **The agreed bar.** Report both means and seat scores; the gate is a minimum, and a hit-level
|
|
68
|
+
slice has its own ([hit-bar.md](hit-bar.md)). Averages hide single
|
|
69
|
+
failures, so open player findings, a `missing` bar item and a high critic finding stay open
|
|
70
|
+
whatever the mean; `unseen` stays unproved.
|
|
71
|
+
|
|
72
|
+
7. **Under the gate: a recorded fix round.** Merge the seats' findings, fix the highest-severity
|
|
73
|
+
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.
|
|
82
|
+
Thumb controls over a phone scene are fine unless they hide what the player steers or are
|
|
83
|
+
under 44 px.
|
|
84
|
+
|
|
85
|
+
Seat prompts and the release bar: [bar.md](bar.md); the axes and output:
|
|
86
|
+
[rubric.md](rubric.md).
|
|
87
|
+
|
|
88
|
+
## Worked example
|
|
89
|
+
|
|
90
|
+
Window-cleaner, verify 0.
|
|
91
|
+
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
|
|
94
|
+
and 6.8 look: under the gate.
|
|
95
|
+
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).
|
|
102
|
+
- One critic playing all three seats, or seats that see each other's scores: the panel collapses
|
|
103
|
+
into one opinion.
|
|
104
|
+
- Phone frames skipped because desktop looked fine.
|
|
105
|
+
- Handing back under the bar without naming the next round.
|