@funpixel/tools 0.0.0-stage → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (2414) 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 +2917 -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 +589 -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 +55 -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 +330 -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
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  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
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  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
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  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
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  363. package/dist/play/server.js +274 -0
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  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
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  394. package/dist/production/contract.js +61 -0
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  396. package/dist/production/tier.js +66 -0
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  404. package/dist/publish/funpixel.js +96 -0
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@@ -0,0 +1,92 @@
1
+ # Experience: what the design decides before any picture
2
+
3
+ A still frame shows the look, the HUD and a readable moment. It cannot show whether skill grows,
4
+ whether new things keep arriving, why anyone comes back tomorrow, who wants what, which places a
5
+ player would describe to a friend, where a session breathes, or what the one idea is. Our games
6
+ reached their genre hits on stills and still lost the head to head on "a dense, escalating score
7
+ attack", "puzzles that take minutes" and "ten minutes that keep escalating". Those are design
8
+ decisions, and cheaper to make in the GDD than to discover in a playtest.
9
+
10
+ Seven questions follow, each with why it matters (a fact about a hit), the evidence that will
11
+ measure it once the game runs, and a slice-sized answer. Answer the ones this game needs, in its
12
+ own words, in the GDD's `## Experience` block; a toy may answer two, a three-hour game all seven.
13
+ None is a requirement: a calm game may have no arc of danger, a pure systems game no story, and
14
+ saying so on purpose is an answer. `funtools gdd` reports which you answered, outside its 0–10.
15
+
16
+ ## Depth and mastery
17
+
18
+ *What does a skilled player do that a new one cannot, and how far apart are they after ten runs?*
19
+ Pac-Man Championship Edition's director changed only the mazes and the speed, and in DX a reviewer
20
+ saw ghost trains of more than 30 behind an expert. Celeste's golden strawberries ask for a whole chapter without a
21
+ death. Measured by `funtools sim` (skilled, naive and novice bots on the rules: progress, wins,
22
+ run length) and `funtools feel` (the verb's windows). Slice-sized: one risk that pays (a bigger
23
+ chain from a closer shave), and a skilled bot that goes clearly further than a naive one.
24
+
25
+ ## Content and progression
26
+
27
+ *How many distinct things are there, and when does each arrive?* Celeste debuts one to three
28
+ mechanics a chapter and remixes them all in the last; Monument Valley builds each level on a
29
+ different central mechanic; Hollow Knight has 164 journal entries and 47 bosses. Measured by
30
+ `funtools depth` (the design's content tables against what real play reached, places and firsts
31
+ a minute, the longest stretch with nothing new). Slice-sized: three stages that each add one idea
32
+ introduced alone, and a debut column in the content table. A one-level slice cannot score high
33
+ here, and should not pretend to.
34
+
35
+ ## Replay
36
+
37
+ *Why would a player come back tomorrow, and what would they do first?* Vampire Survivors carries
38
+ 27 permanent upgrades between 30-minute runs; Balatro has 15 decks and 8 stakes to clear with each;
39
+ Suika Game has daily, monthly and all-time leaderboards and nothing to unlock. Measured by the
40
+ blind player's long session (`funtools play --long 10`), which ends with exactly that question.
41
+ Slice-sized: a best to beat that is visible on the title, a seed or a mode that changes the next
42
+ run, one unlock the first win earns.
43
+
44
+ ## Story and storytelling
45
+
46
+ *Who wants what, what turns, what pays off, and how much of it does play tell?* Hades returns
47
+ Zagreus to the House on every death and the story moves on there; Celeste's reconciliation with
48
+ Badeline is also the double dash; Monument Valley 2 tells a mother parting from her child and their
49
+ reunion through its levels, with no voiced line. Measured by the experience seats from the text a player can read
50
+ (`depth`'s `text.md`), the beat strip of real play and the GDD. Slice-sized: a want on the title or
51
+ the first screen, a turn the level's mechanic carries, a payoff on the end card; no cutscene needed.
52
+
53
+ ## World building
54
+
55
+ *Which places would a player remember, and what rule does each have of its own?* Hollow Knight's
56
+ City of Tears rains without end and Kingdom's Edge falls with ash, each with its own creatures;
57
+ Celeste's chapters are one mountain climbed, each with mechanics of its own. Measured by the
58
+ places real play reached (a `place` field in `__FPX_STATE__` lets `depth` count them) and the
59
+ frames. Slice-sized: one place with a landmark and a rule of its own, and a second place glimpsed
60
+ (a door, a view, the next chapter's colour on the end card).
61
+
62
+ ## Emotional arc and pacing
63
+
64
+ *Where does tension rise, where does it rest, and what is the peak?* Vampire Survivors' clock is
65
+ its arc: Arcana chests at 11:00 and 21:00, the Reaper at 30:00; Hades' drums enter with combat and
66
+ stop at its end; Celeste's sixth chapter stops for a quiet campfire scene. Measured by `depth`'s pacing
67
+ timeline (a `tension` field from 0 to 1 in the state draws the arc; without one it is not measured)
68
+ and `sim` timelines for music that follows play. Slice-sized: ramps with a rest between them, one
69
+ peak, and a quiet moment after it.
70
+
71
+ ## Originality
72
+
73
+ *What is the one idea the genre hit does not have?* Balatro turned poker hands into a roguelike of
74
+ multiplying jokers; Vampire Survivors made movement the only input; Suika Game is derived from an
75
+ earlier Chinese merge game and, by our reading, won on polish, price and streams. A familiar genre done
76
+ exceptionally well is a valid answer; say which you chose. Measured by the experience seats and
77
+ the head to head against the genre hit. Slice-sized: name the signature in the promise and make it
78
+ the first minute's payoff.
79
+
80
+ ## Target frames tied to moments
81
+
82
+ The critic panel never sees the plan, so it cannot see a missing seam, a walker drawn at arm's
83
+ length or a stencil drifted off its colour; the fidelity seat in `funtools playtest` can, if each
84
+ target frame names its moment and its intent. The template's target-frames table carries both, and
85
+ a game frame to set beside it: a declared view (`view firstWalker`) or a journey mark
86
+ (`journey chapter1 walker`).
87
+
88
+ Shoot the moment the plan means, not a fixed timestamp: the walker at the six metres the target
89
+ drew, the splice as it completes, the chain at its longest. A view whose `enter()` replays a
90
+ recorded run to that beat, or a journey mark placed at it, lands there every time; a clock time
91
+ drifts the first time the level changes. Where the plan's words and its own picture disagree (the
92
+ plan names a miss of its target), the plan wins, and the fidelity seat is told so.
@@ -0,0 +1,226 @@
1
+ # The first look and the greenlight
2
+
3
+ It comes in two steps. **First, two pieces only:** the key art (the game's look in its own light,
4
+ at the play framing, kept as a target) and the hero's reference sheet; the owner steers them in the
5
+ chat, and the first playable is built from them (the `key-look` and `prototype` stages). **Then,
6
+ while the whole game is planned around what they played,** the WHOLE game is settled as pictures and
7
+ pages, never a few frames of one place. `npx @funpixel/tools firstlook` names this game's set, grouped: Look, Screens (the title as the play world, pause, the end, and what `## Screens`
8
+ names), HUD (phone and desktop), Places & story (a frame per place, named at its beat), Living world,
9
+ Animation, Juice, Sound (the GDD's `## Audio`), Fun (the GDD's `## Core loop`, or a `## Fun` of its own:
10
+ loop, goals, streaks, cadence, and the arc at the game's length; a nugget's is why a second run). Places
11
+ and the living world only for a world game. The worth read (`greenlight worth`) comes between the two
12
+ steps: after the owner played the first playable, before the rest of the set is made. Reuse what exists. Every picture is a target the build is later judged against, never an engine capture: generated,
13
+ or, for a look drawn in code, composed from the game's own draw code (below, "Drawn in code"). Paid
14
+ Funpixel jobs (240 to 360 credits per past first look): read the estimate first and ask above 50
15
+ credits.
16
+
17
+ ## What to make, and what each piece settles
18
+
19
+ | Piece | From the GDD | It settles |
20
+ |---|---|---|
21
+ | Reference sheets, first | the recurring designs: hero, companion, vehicle, pursuer, the thing carried | one turnaround each (front, side, back), drawn from the best draft; every later picture is drawn to them |
22
+ | Key art | the title screen and the thesis | the mood, the palette at full strength, space left for the title |
23
+ | 4 target frames | four rungs of the moment ladder, each a whole frame from the game's camera | camera height, the hero's share of the screen, colour as assignment, the AD rules in a real composition |
24
+ | A picture per place | `## Places`, for a game of several levels or areas, and a chart of the world | each place's sky, air and landmark; that the places read as one world and not one level repainted |
25
+ | The world's kit | the places' structures, ground, props and living cast | `kit-*` sheets cut clean (`funtools cut`); the slice is built from them, never plain shapes |
26
+ | The cast sheet | the roster, one line-up at one scale | silhouettes that read alone, one family of shapes, which two actors look too alike |
27
+ | The phone HUD mockup | the HUD section and the controls | where the thumbs rest, what sits on the actor, whether pause has a corner |
28
+ | The title and the HUD, dressed | the UI section of the look (skill `funpixel-art`, ui.md) | the wordmark, the plates and the icons as the world's own art; the title as the game's first promise |
29
+ | ~8 sound cues | the sound sheet, in the world's words | whether the vocabulary makes usable sounds; which cues must be composed in code |
30
+ | 2 music clips | the music identity, written once, at two tempos | whether one identity holds from calm to tense |
31
+
32
+ A frame that breaks an AD rule is the most useful result: it shows a rule the prompt does not yet
33
+ enforce (a decorative colour that means harm, a rival that borrows another game's look). Fix the
34
+ style words or the rule, redraw that frame once, and write what changed into the GDD (v0.2).
35
+
36
+ ## Identity lock first
37
+
38
+ Make each recurring design's sheet from its best draft before anything else, then draw every picture
39
+ to the sheets and one verbatim style block (one game: seven of seven redraws on-model). Drift
40
+ check: frames side by side, each design part by part (hair, outfit, silhouette, colours, a vehicle's
41
+ shape); `funtools judge identity <frames…> --concept ref-hero.png` asks a seat. Keep a before/after
42
+ of each redraw, then list the honest breaks. Details: [world-and-identity.md](world-and-identity.md).
43
+
44
+ ## With funtools assets (one manifest, one lock, an estimate first)
45
+
46
+ Name the pieces `look-*` in `assets/assets.json` with an `out` under `design/first-look/`, so the
47
+ style file composes every prompt, the game's style lock (the game's id in `funpixel.json`) keeps the
48
+ pictures one family, and the lock records what each cost. A sheet is a `ref-*` item with `pins`
49
+ (the design in words); a picture naming it in `references` gets those words verbatim, is made after
50
+ it and goes stale when it is redrawn. The hosted image tool takes no sheet pictures yet: the words
51
+ carry the lock there. `assets process` leaves `design/` alone.
52
+
53
+ ```json
54
+ { "items": [
55
+ { "name": "ref-hero", "kind": "image", "size": "1536x1024", "subject": "<turnaround on a plain ground: front, side, back of the hero>", "pins": "<the hero in words: hair, outfit and its colours, silhouette, what she carries>", "references": ["design/first-look/draft-2.png"], "out": "design/first-look/ref-hero.png" },
56
+ { "name": "look-keyart", "kind": "image", "size": "1536x1024", "subject": "<the title moment>", "references": ["design/first-look/ref-hero.png"], "out": "design/first-look/keyart.png" },
57
+ { "name": "look-frame-1", "kind": "image", "size": "1536x1024", "subject": "<0:10 on the ladder, from the game camera>", "references": ["design/first-look/ref-hero.png"], "out": "design/first-look/frame-1-first-input.png" },
58
+ { "name": "look-place-harbor", "kind": "image", "size": "1536x1024", "subject": "<the place: sky, air, landmark>", "out": "design/first-look/place-harbor.png" },
59
+ { "name": "look-cast", "kind": "image", "size": "1536x1024", "subject": "<every actor in a row at one scale on a plain ground>", "out": "design/first-look/cast.png" },
60
+ { "name": "look-sfx-hit", "kind": "sound", "subject": "<source, material, action, space; one event, no music, no voice>", "variants": ["a", "b"], "params": { "duration_seconds": 0.8 }, "out": "design/first-look/sfx/hit.mp3" },
61
+ { "name": "look-music-title", "kind": "music", "subject": "<the identity, written once> at <tempo>", "out": "design/first-look/music/title.mp3" }
62
+ ] }
63
+ ```
64
+
65
+ ```
66
+ npx @funpixel/tools assets gen --only 'look-*' --dry-run # every prompt as sent, and the estimate
67
+ npx @funpixel/tools assets gen --only 'look-*' # asks above 50 credits
68
+ npx @funpixel/tools gdd page # design/GDD.html and design/first-look/index.html
69
+ ```
70
+
71
+ A variant (`_a`, `_b`) lands beside its sibling; keep the better take by measurement (loudness,
72
+ onset, silence), and note the pick. With the
73
+ Funpixel MCP instead: `generate_image`, `generate_sound` and `generate_music` with the game's id,
74
+ each file saved to the same paths.
75
+
76
+ ## Drawn in code (budget 0, or the owner's code-drawn look)
77
+
78
+ The first look comes from the code the game draws with, so pictures and game are one family. Keep
79
+ the drawing in a module (`src/draw/`, one palette file) and write `design/first-look/draw.html`: a
80
+ module script that imports it, stages each picture at the play framing (1280 × 720, 852 × 393; a
81
+ sheet 1536 × 1024) and sets `window.__FPX_FIRSTLOOK__` to an async function returning
82
+ `{ "<name>": "data:image/png;base64,…" }` (`canvas.toDataURL`, Pixi's `renderer.extract.base64`).
83
+ Names as the set reads them: `keyart`, `ref-<hero>`, `frame-…`, `cast`, `animation`.
84
+
85
+ ```
86
+ npx @funpixel/tools firstlook render # the game's Vite serves the page; each study → design/first-look/<name>.png
87
+ ```
88
+
89
+ - **Relaxed:** no estimate, 50-credit ask, `look-*` items or style lock. The draw module is the
90
+ identity lock (the sheet is the hero's own function in its views and states) and the palette file
91
+ is the style block. Sound is composed in code; `## Audio` lists it the same.
92
+ - **Kept:** a study is a staged composition, never a frame of play (`capture` is evidence, not a
93
+ target); the hero's sheet and the key art first, the owner's look before the first playable, the
94
+ key art as its target.
95
+
96
+ ## When the image tools are down
97
+
98
+ A 401, a hosted tool that does not answer, no MCP: the plan goes on without generated pictures.
99
+
100
+ - Tell the owner, with the error, and keep writing the GDD: the invention, the numbers and Part 2
101
+ need no pictures.
102
+ - Stand in with code-drawn place vignettes or `firstlook render` (the game's own draw code, above),
103
+ each captioned a stand-in on the page and in the GDD.
104
+ - Put "pictures owed: <which>" in `## Open questions`; make them when the tools are back.
105
+ - Never fake a picture: no capture of play as a target, no stand-in named as finished.
106
+ - `funtools whoami` checks the sign-in; `funtools login` signs in again.
107
+
108
+ ## The HUD mockup
109
+
110
+ Write `design/first-look/hud.html`: one target frame as the background of a landscape (852 × 393)
111
+ or portrait (393 × 852) screen, the HUD and touch controls drawn over it in HTML at the phone's own
112
+ points, each numbered, with a legend saying what each is and where the thumb rests. It decides placement,
113
+ not polish: 44 px targets, the notch side and the pause corner are drawn to scale.
114
+
115
+ Dress it: the plates, the icons and the type are the UI section's, not the scaffold's dark pills.
116
+ The title gets its own target (`look-title`, the game's scene behind a wordmark made in the world),
117
+ and so can the HUD in play (`look-ui-hud`); they are pictures, judged like the frames.
118
+
119
+ Other key screens (a message screen, the end card, a map) are drawn the same way, each in its own
120
+ `<div class="phone">` (or `data-mockup="name"`) with a `.scr` child and the legend beside it. `funtools playtest` renders each one and hands it to
121
+ the UI fidelity seat beside the game's same screen, so name the game's view in the GDD
122
+ (`| Screen | Mockup | Game frame |` with `view messageScreen`). Open a screen that waits for input
123
+ through a view: a still presses past it.
124
+
125
+ ## The page
126
+
127
+ `funtools gdd page` writes two pages. `design/GDD.html` is the design document to read and rate (what
128
+ it holds, and the studio's pages it is judged beside: [pages.md](pages.md)); show it whenever the
129
+ document changes. It also writes `design/first-look/index.html` from the folder: the sheets (`ref-*`), key
130
+ art, frames, places (`place-*`), the cast, the HUD mockup, sound and music, each with its brief and
131
+ credits, the GDD's `## First look` bullets, and what is still missing. Show it to the person.
132
+
133
+ ## Afterwards
134
+
135
+ Copy the accepted gameplay frame to `design/target.png` (the target the hooks and critics read),
136
+ write `## First look` into the GDD (what settled, what changed, the cost), bump the version to v0.2
137
+ and move the track's stage to Greenlight (or Style test when you skip it).
138
+
139
+ ## The style bible and the review in the chat
140
+
141
+ The plan is judged by the owner in the chat, with the first playable in hand; the panel judges the
142
+ built game at hand-back. Two pieces make that review worth having:
143
+
144
+ 1. **Style bible** (`design/greenlight/style-bible.md`, the art director's): a named direction,
145
+ palette as roles, shape language, material and light, how every asset gets made, the HUD's place
146
+ in the world, the directions tried, and one target frame per phase of play plus a HUD mockup.
147
+ - Try several directions and push a plain one up with a concrete note ("too simple: richer
148
+ colour, lit edges, more contrast") before accepting any; the first image is rarely the one.
149
+ - Each asset route is generated (2D or 3D), authored, or procedural with a rendered study from
150
+ the engine as its proof. "Primitives for now" is a stand-in, never a route. One workable split:
151
+ environments procedural from one source of truth, heroes (vehicles, characters) as models on
152
+ the same simulation.
153
+ - Targets are gameplay, not posters: the game's own camera, the player, the thing to beat, room
154
+ for the thumbs, at the phone's aspect. One per phase (a racer: the start, an overtake, the
155
+ drift and boost, the results), an establishing wide frame among them, and the player's view.
156
+ - Once the person accepts a target, pass it as the style reference for every later image of the
157
+ game (`generate_image` references and the style lock), so the art stays one family.
158
+ 2. **Think it through together in the chat.** Show the person the first look there: each target
159
+ frame, the HUD mockup, the cast and the GDD sections they belong to (`gdd page` writes
160
+ `design/GDD.html`, the plan as a page they mark up and agree to a section at a time). Take their notes in
161
+ the chat, revise every one in a single pass, bump the GDD's version with a `## Versions` row, and
162
+ say what changed per note. When they are happy, the lock is `flow ask`, then their yes recorded
163
+ with `flow agree --by owner "<their words>"`.
164
+ 3. **Reference-match rounds.** After the lock, `funtools playtest`'s fidelity seat holds the build
165
+ to the locked targets, the establishing view first, then the player's; its top fixes are the
166
+ biggest differences between the accepted pictures and the running game.
167
+
168
+ `funtools gdd` prints the ambition lines: how the heroes get made, the targets, the owner's lock.
169
+ For a showcase-grade game, run the creator on the strongest model you have as well.
170
+
171
+ ```markdown
172
+ # Pitches · <game>
173
+ **Brief:** <the person's words>
174
+
175
+ ## P1 · <name>
176
+ - **Do:** <verbs the player has, before any look or tech>
177
+ - **Feels like:** <session length, hands, pace, the feeling>
178
+ - **Hook:** <one sentence>
179
+ - **Signature moment:** <the moment a trailer opens on>
180
+ - **Tell a friend:** <"you have to try the bit where…">
181
+ - **Not generic because:** <what the genre's default game does not have>
182
+ - **Concept:** design/greenlight/concept-p1.png
183
+ ```
184
+
185
+ ```markdown
186
+ # Style bible · <game>
187
+ **Direction:** <name> — <one sentence>
188
+
189
+ ## Directions tried
190
+ | Direction | Frame | Note | Kept? |
191
+ |---|---|---|---|
192
+ | <first try> | design/greenlight/dir-1.png | <too plain: what to push> | no |
193
+
194
+ ## Palette
195
+ <#hex role, one per line: ground, hero, threat, reward, UI ink>
196
+ ## Shape language
197
+ <silhouettes, corners, proportions; what reads at 40 px>
198
+ ## Material and light
199
+ <surfaces, the light, the grade; how the hero catches it>
200
+ ## Asset routes
201
+ | Asset | Role | Route | Proof |
202
+ |---|---|---|---|
203
+ | <the hero> | hero | <generated 3D (generate_3d_model), animated> | |
204
+ | <the track> | environment | <procedural from the level data> | design/greenlight/study-track.png |
205
+ ## HUD direction
206
+ <where it sits in the world, the type, how dense; what lives on the actor>
207
+ ## UI
208
+ <the world's material and edge for plates and buttons, the display and body faces, one icon family
209
+ drawn like the art, colour roles with their contrast, how panels enter; the UI pieces made as art>
210
+ ## Screens
211
+ | Screen | Its look in the world's kit | Its one job |
212
+ |---|---|---|
213
+ | <title> | <the scene, the wordmark carved or lit, the start as a thing of the world> | <start in one tap> |
214
+ ## Target frames
215
+ | Moment | Target | Intent | Game frame |
216
+ |---|---|---|---|
217
+ | <establishing: the whole course> | design/greenlight/frame-1.png | <what it pins> | <view vista> |
218
+ | <player's view: the first overtake> | design/greenlight/frame-2.png | <…> | <view overtake> |
219
+
220
+ **HUD mockup:** design/greenlight/hud.png
221
+ **Title target:** design/greenlight/title.png
222
+ ```
223
+
224
+ Adapted ideas, in our own words: several visual directions iterated with concrete notes, one
225
+ approved target per game phase, procedural worlds with modelled heroes, and the brief before the
226
+ tech (OpenAI's "How to build games with Astra").
@@ -0,0 +1,62 @@
1
+ # Complete-game checks
2
+
3
+ Use these checks for the agreed complete-game scope. They guide implementation, not the genre,
4
+ art style or feature list. A focused asset or mechanic task does not inherit this whole checklist.
5
+
6
+ The hooks treat a session as a complete game when it began without a game, when the person used
7
+ the new-game command (`/fp:new`, `$fp-new`, `/fp-new`) or asked to finish or complete the game,
8
+ when it wrote the game's first design note, or when the game carries `.funtools/complete-game`.
9
+ `funtools init` writes that marker and an in-scope session keeps it, so a new chat on a half-built
10
+ game keeps the checks; a Stop with nothing open or deferred removes it. Delete it to end the scope.
11
+
12
+ ## The release bar, in short
13
+
14
+ What the team's best shipped games had in common (research 08, 17, 20), each with why:
15
+ - coherent art and readable actors, scenery and UI in the chosen medium;
16
+ - every row of the juice table in the game, with its limits (skill `funpixel-game-feel`);
17
+ - the signature on screen within about 30 seconds, and controls taught where first needed (one
18
+ game's first cut showed its signature at 3:45);
19
+ - a signature-moment view (`moment: true`) that plays the payoff, since critics judge stills
20
+ (skill `funpixel-verify`);
21
+ - the full screen set: a real title, how to play, settings (sound, motion), play, pause, and the
22
+ designed resolution and retry (no invented loss state for a lossless game);
23
+ - a HUD that reads at phone size;
24
+ - readable core-action feedback, with audio where the brief calls for it;
25
+ - keyboard and touch both wired, a gamepad where the genre expects one;
26
+ - a rules test suite that passes, recorded on the current files by `npx @funpixel/tools test`.
27
+
28
+ ## Presentation and operation
29
+
30
+ - Provide a clear entry, objective, working input, relevant pause/settings and the designed
31
+ resolution or continuation. A lossless puzzle needs no invented defeat; an endless game can
32
+ record `endless` or `no win` in the note. Expose relevant states in `__FPX_VIEWS__` for capture.
33
+ - Teach actual keyboard and touch controls where needed; support gamepad when promised. Check
34
+ thumb access, safe areas and HUD readability during the busiest meaningful action.
35
+ - Show a loading state while needed assets arrive. Transitions may move or cut according to the
36
+ style and accessibility needs; they must preserve orientation and control.
37
+ - Make core actions visibly readable, with audio where promised. Intentional silence is valid.
38
+ Respect reduced motion and provide controls for sound, shake or flashes when used.
39
+ - Test meaningful rules with `npm test`, real-input verification and blind phone play. Test count
40
+ alone proves nothing. Name missing evidence, including physical-device performance or sound.
41
+
42
+ ## Engagement
43
+
44
+ - Identify what the player learns, chooses and anticipates. Escalation can add a new demand or
45
+ deepen an existing one; some games deliberately offer a calm, consistent activity.
46
+ - Give failure a readable cause and recovery route where failure exists. Test first encounters
47
+ for fair reaction time and accidental taps; do not substitute visual polish for control fixes.
48
+ - Choose a session length and replay reason for the audience. A satisfying finite puzzle does
49
+ not need a leaderboard or an endless reward ladder.
50
+
51
+ ## Opening and payoff
52
+
53
+ - Make the first meaningful action easy to find and acknowledge it promptly.
54
+ - Choose when the central experience should arrive, then measure the opening in real play.
55
+ A first score at five seconds or payoff at thirty can be useful arcade targets, not universal
56
+ rules for narrative, simulation or creative play.
57
+ - Capture the actual payoff through the game's rules at phone and desktop sizes. A staged
58
+ illustration cannot replace working gameplay.
59
+
60
+ The local hook checks a limited set of declared views and evidence. Its warnings are neither a
61
+ complete interpretation of these checks nor release certification. Finish the agreed goal, fix
62
+ observed defects and carry remaining uncertainty honestly into review.
@@ -0,0 +1,75 @@
1
+ # The frame: needs → systems
2
+
3
+ Every game needs the same basics around its rules: a title with a real Play, news the player can
4
+ read, input on both doors, a save, a pause when the phone rings, a HUD clear of the notch. The
5
+ starters carry each one as a small part. Keep a part, restyle it or replace it with your own: the
6
+ table is what any replacement must still do, and `npx @funpixel/tools check` measures each row
7
+ (warnings only; it never blocks). A part still as `init` wrote it holds by construction; a part you
8
+ replaced is measured for its basic, and a replacement that lost one is named with the need.
9
+
10
+ | Need (what the player gets) | Starter part | What check reads |
11
+ |---|---|---|
12
+ | News read one message at a time, never over the middle of play | `toasts.ts` message lane | a lane in the code (`toast()`, a read-time floor, `aria-live`) |
13
+ | A title that is a scene, with a real Play | `screens.tsx` | the start control marked `data-fpx-start` |
14
+ | A gesture on a phone, keys on a desktop, for every verb | `input.ts` | pointer or touch input and keys |
15
+ | Progress survives a reload; boots where storage is blocked | `save.ts` | a `SaveManager` or a stored progress key |
16
+ | An old or corrupt save falls back, never a crash | `save.ts` | a versioned save with defaults |
17
+ | Paused and quiet when the tab hides | `platform.ts` | `visibilitychange` or `__FPX_HOLD__` |
18
+ | The HUD in the safe band, clear of the notch and home bar | `frame.ts` | the band (`--band-*`, `__FPX_FRAME__`) or safe-area insets |
19
+ | The page reaches under the notch | `index.html` | `viewport-fit=cover` |
20
+ | The 3D world keeps its frame rate on a phone | `budget.ts` | a frame budget or a capped pixel ratio |
21
+ | A level list, when the game has levels | `levels.ts` | `LEVELS` as data, the furthest reached in the save |
22
+ | The look as one value | `look.ts` + `look.json` | the look read from one file, a line per fallback |
23
+
24
+ `check --phone` adds what only a phone shows: pieces under the notch, the status bar or the home
25
+ bar in every declared view (the audit-screens insets), and the HUD's cover of the play (`look
26
+ --hud`). Code reading proves a part exists; the phone run proves it works.
27
+
28
+ ## The safe band
29
+
30
+ `frame.ts` measures the band on every resize and rotation: the phone's own safe-area insets, never
31
+ under the floors a phone needs even where the browser reports 0 (48 px on the notch sides held
32
+ sideways, 48 px over the status bar held upright, a home-bar margin below). It publishes
33
+ `--band-top|right|bottom|left` for the stylesheets and `window.__FPX_FRAME__ = { band, play }` for
34
+ the game: keep world markers and floating numbers inside `play`. The HUD row, the pad, the message
35
+ lane and the title's sides read the band, so a rotation moves them all.
36
+
37
+ ## Levels
38
+
39
+ A game with more than one level, chapter or stage keeps them as data in `levels.ts`: id, name, an
40
+ optional par and an optional `file` that `funtools reach` reads. The furthest reached and the ones
41
+ done live in the save, so a reload returns there; a won round completes the level being played.
42
+ `check` warns when the GDD's content list plans several levels and the code keeps no list.
43
+
44
+ ## The look
45
+
46
+ `src/look.json` holds the UI role tokens the stylesheets read (`bg`, `ink`, `plate`, `plate-ink`,
47
+ `accent`, `button-ink`, `font-display` …). `look.ts` applies it at load and logs one
48
+ `[frame] look fallback: …` line per token it cannot apply; `check` reads those lines.
49
+ `npx @funpixel/tools look set plate-ink=#3a2618` refuses an unknown token (naming the closest) or a
50
+ bad value, and every write prints each text/background pair's contrast with a proposed ink for any
51
+ that fails. `look report` reads the file as the game does. The prose half of the look (material,
52
+ never, moods) stays in `assets/style.json`'s `ui` block (skill `funpixel-art`).
53
+
54
+ ## The first minute and the idle run
55
+
56
+ `check` plays an idle run: Play through the real front door, then no input for 20 s. It records
57
+ when the player had control, every death and how the run ended (`.funtools/idle.json`), and warns
58
+ when an idle player dies sooner than the genre's floor after the first control. `hook` adds the
59
+ clock: seconds from load to the first control, the first success and the hook moment, against the
60
+ genre's defaults and the GDD's `## The hook` table.
61
+
62
+ | Card | Idle floor | First control | First success | Hook moment |
63
+ |---|---|---|---|---|
64
+ | arcade, shooter | 8 s | 10 s | 30 s | 60 s |
65
+ | platformer | 10 s | 10 s | 30 s | 60 s |
66
+ | survival | 10 s | 15 s | 30 s | 60 s |
67
+ | racing | 15 s | 15 s | 30 s | 60 s |
68
+ | puzzle, card | the whole run | 10–15 s | 45 s | 90 s |
69
+ | strategy, simulation | the whole run | 20 s | 60 s | 90 s |
70
+ | rpg | the whole run | 30 s | 60 s | 120 s |
71
+
72
+ A game that means otherwise states its own numbers in `funpixel.json` `firstMinute`
73
+ (`{ "idleFloorS": 3 }`) and says why in the design note. The clock reads `__FPX_STATE__`
74
+ (`control`, `screen`, `dead`, `lives`, `score`, `wins`, `success`) and the moment marks
75
+ (`window.__FPX_MOMENT__?.('the valley opens')` at the payoff).
@@ -0,0 +1,81 @@
1
+ # A playable contract
2
+
3
+ A theme and a list of effects do not specify a game. Write the choices a player learns, the
4
+ pressure that changes those choices, and the evidence that they work. Keep a small finished slice;
5
+ cut roster breadth before cutting its response, readability or fair first encounter.
6
+
7
+ ## Content and progression
8
+
9
+ In `design/gameplay.md`, give every actor a row: name, role, distinctive silhouette, behaviour,
10
+ warning, counter, debut, reward and source definition. Two enemies with different colours but the
11
+ same movement and counter count as one behaviour. Add pickups with the choice they create.
12
+
13
+ Give each stage a row: time or wave, actors, new demand, safe introduction, success condition,
14
+ rest/recovery and visible announcement. Teach one demand alone before combining it. Difficulty
15
+ can change spacing, priorities or resource pressure; a health/speed multiplier alone is not a new
16
+ stage. Specify the climax: boss phases with tells, safe space and counterplay, or a final puzzle,
17
+ race or chain challenge. A boss bolted onto a genre whose finish is a puzzle, a race or a chain
18
+ reads as someone else's game.
19
+
20
+ For a bee chain game, a first wave might teach aim against three separated targets with no
21
+ contact damage until the first successful shot; wave two teaches a moving target, then combines
22
+ it with the earlier type. State the actual timing, damage and recovery rules in constants. This
23
+ is a proposal to test, not proof that the first wave is fair.
24
+
25
+ ## Controls and fairness
26
+
27
+ Name the player action in pixels/second, travel time, cooldown, range and buffering where
28
+ relevant. Write the reaction budget: enemy tell, distance to impact, escape speed and time left
29
+ for a newcomer to react. Measure input-to-visible-response and choose a genre-appropriate bound;
30
+ an animation wind-up can delay damage while an immediate pose/sound confirms the press.
31
+
32
+ Make aim rules explicit on touch: tap position, drag direction or auto-aim priority. Test taps
33
+ near both edges, a thumb covering the hero and simultaneous move/aim when offered. A wrong input
34
+ must fail safely and visibly. On death, show the cause and the available counter, then make retry
35
+ immediate. Check invulnerability, overlapping hits, corner traps and recovery between waves.
36
+
37
+ ## Payoffs and readability
38
+
39
+ Where rewards escalate, distinguish meaningful tiers; a game that needs no tiers is better
40
+ without them. For each, specify its trigger, reward and readable response, with sound if appropriate. A rare chain should build through successive beats rather
41
+ than deliver every particle and number on one frame. Reserve the loudest composition for a
42
+ player-earned peak; adding more shake everywhere destroys that contrast.
43
+
44
+ Record budgets at the shipped phone viewport: hero size, critical threat size, foreground versus
45
+ floor contrast, maximum effect coverage and score text size. Verify silhouettes while effects
46
+ are active. A pretty sprite sheet is not evidence of a readable game: first compose the relevant player,
47
+ interactive objects and hazards on the actual floor at their actual scales, then inspect it against the
48
+ five AD rules. Save the sheet and the decision before making the rest of the cast.
49
+
50
+ ## Rules and evidence
51
+
52
+ | Rule | Source of value | Outcome through input | Named test | Evidence |
53
+ |---|---|---|---|---|
54
+ | R1 cooldown | src/sim/rules.ts SHOT_COOLDOWN_MS | a second press before expiry cannot fire; one at expiry can | R1 cooldown boundary | test run path |
55
+ | R2 recovery | src/sim/rules.ts WAVE_HEAL | closing a wave restores the bounded amount once | R2 recovery once, never above max | test run path |
56
+
57
+ A test imports the real rule and advances the real simulation. It must fail if that rule is
58
+ removed or its comparison is reversed. Test boundary values, the negative case, and repeated
59
+ inputs; do not duplicate the formula in the assertion. Run a fixed input replay twice and compare
60
+ state and emitted events. A table and an existing test file prove neither execution nor coverage.
61
+
62
+ Keep a seeded novice simulation beside the skilled balance bot. The novice receives only the
63
+ observation a player could have, reacts at a declared interval, and sometimes misses or hesitates;
64
+ it cannot inspect future spawns, exact hidden state or a solver's answer. Freeze its policy and
65
+ seed list before tuning. A floor used on one game's first wave: 100
66
+ fixed seeds, at least 80 runs that both survive the stage and earn score. Record both counts, elapsed time,
67
+ deaths by cause, policy parameters and failing seeds. Other genres state the equivalent first
68
+ success and deadline before the run. This is a regression floor, not a human success estimate.
69
+
70
+ Favourable seeds or a weakened novice after a failure turn the floor into a flattering number.
71
+ Fix the game's controls,
72
+ telegraphing or opening pressure, rerun the same cohort, then test an additional held-out cohort.
73
+ The blind phone player must separately find the start, goal and verb and make progress using real
74
+ input. An expert bot passing never substitutes for that observation.
75
+
76
+ ## Session continuity
77
+
78
+ After each completed slice, update the as-built contract from source and record command, exit
79
+ code, source fingerprint and evidence path in `design/runbook.md`. Keep intentions and observations
80
+ separate. Record unavailable evidence as `not observed`, not a pass. Keep old failures so the next
81
+ session can see what changed, and list what the person still needs to play or approve.