@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 +1,62 @@
1
+ # Three.js contracts
2
+
3
+ Each of these builds cleanly and breaks the game or the checks when missed. Generated models have
4
+ their own traps: skill `fp:3d`.
5
+
6
+ - Export after setup: `window.THREE = THREE`, `window.__THREEJS_SCENE__ = scene`,
7
+ `window.__THREEJS_RENDERER__ = renderer` (what `profile` reads), `window.camera = camera`. Verify projects the player through that
8
+ camera to decide whether it can be seen.
9
+ - Every mesh, group and light gets a `.name`, including loaded model roots
10
+ (`gltf.scene.name = 'player'`).
11
+ - One loop: `renderer.setAnimationLoop(() => { const dt = Math.min(clock.getDelta(), 0.1); update(dt); renderer.render(scene, camera); })`.
12
+ With animated models, `mixer.update(dt)` runs every frame or the character freezes in its bind
13
+ pose.
14
+ - Size by CSS: `renderer.setSize(w, h, false)` plus `canvas.style.width = canvas.style.height = '100%'`;
15
+ cap `renderer.setPixelRatio(Math.min(devicePixelRatio, 1.5))`, because a pixel ratio of 3 fills
16
+ nine times the pixels.
17
+ - Decoders are required and same-origin: `DRACOLoader` with `setDecoderPath('/draco/')`,
18
+ `KTX2Loader` with `setTranscoderPath('/basis/')` and `detectSupport(renderer)` before any load,
19
+ and `setMeshoptDecoder(MeshoptDecoder)`. Vendor the decoder files into `public/`; without them
20
+ every model load fails and a fallback cube appears. A missing-module error on one of them means
21
+ fix the path, never delete the import.
22
+ - Generated models need an environment map (they export metallic materials and render flat grey
23
+ without one) and tone mapping; with an environment map, cut analytic lights to at most three.
24
+ - Colliders are simple proxies (a capsule, a box you size), never `Box3.setFromObject` on a skinned
25
+ mesh: the pose inflates it and every clip jitters the hitbox.
26
+ - More copies of a rigged model use `SkeletonUtils.clone`, never `root.clone()`.
27
+ - Instanced scenery: one `InstancedMesh` has one bounding sphere, so it is never culled in parts;
28
+ split huge fields into chunks.
29
+ - three r186 (the scaffold's) removed `PCFSoftShadowMap`: it silently becomes `PCFShadowMap` with one
30
+ console warning, so code written for an older three changes its shadow look. Use `PCFShadowMap` and
31
+ soften with `light.shadow.radius`.
32
+ - Phone budget: about 100 draw calls, at most three lights, no texture over 2048, shadows from the
33
+ key light only.
34
+
35
+ ## The 3D world starter
36
+
37
+ `funtools init` gives a 3D line the world starter (`--framework three-world`), one small file per
38
+ concern, each with its numbers in one table you tune rather than rewrite:
39
+
40
+ - `rules.ts` + `layout.ts` + `bot.ts`: engine-free movement (`MOVE`: run speed, acceleration, air
41
+ control, a held jump higher than a tap, coyote and buffer 0.1 s, a dash), platforms and pillars
42
+ from a seed, a sharp bot; Node tests and `test/probes.ts` play them with no frame.
43
+ - `shots.ts` (`SHOTS`) + `camera-rig.ts` (`RIG`): the camera plan as named shots (the title's
44
+ slow orbit over the play world, play's follow, a beat's `reveal`), each a lens, a height and a
45
+ distance, blended with `shoot(name, seconds)`; the rig follows with look-ahead on velocity, a ray
46
+ to the eye that pulls in fast and eases out slowly, and a steady yaw so the stick means the same
47
+ thing all round; upright phones pull back. `__FPX_CAMERA__` reports the shot and its numbers, so
48
+ `funtools score --target` prints moves such as `SHOTS.play.height 4.4 → 6.1`.
49
+ - `world.ts` + `palette.ts`: ACES tone mapping, sRGB output, a gradient sky with fog in its horizon
50
+ colour, hemisphere + one shadowing key light + a cool rim, ground coloured by noise, instanced
51
+ scatter past the edge, drifting motes. Colours are the CSS tokens, so the UI and the world change
52
+ together.
53
+ - `models.ts`: a `.glb` at `public/assets/models/<name>.glb` replaces its placeholder with no code;
54
+ placeholders are designed shapes in the palette and stay listed in `state.art.placeholders`
55
+ until their model lands. `assets/assets.json` lists them to generate, reference sheets first.
56
+ - `controls.tsx` + `input.ts`: a stick born where the thumb lands, jump and dash in the right
57
+ thumb's arc, inside the safe areas; keys and a gamepad reach the same verbs.
58
+ - `budget.ts` (`BUDGET`): 120 draw calls, 300k triangles, pixel ratio 1.5 at most, stepping the
59
+ shadows and then the pixel ratio down on long frames; `state.render` reports them.
60
+ - `screens.tsx`: the title over the orbiting world, banners over a softened world, a stamped ending.
61
+
62
+ Keep the shape when the game grows: new rules in engine-free files, their numbers in a table.
@@ -0,0 +1,116 @@
1
+ ---
2
+ name: gdd
3
+ description: Use when starting a game from an idea or in an empty folder (start here, with flow start), planning the whole game, writing or growing its design document (GDD, a design doc; a long game in chapters), or when a request changes the genre, core verb or win condition or asks for a complete game. Covers invention, genre cards, the first look and playable, the release bar and the hand-back.
4
+ ---
5
+
6
+ # Starting and planning a game
7
+
8
+ A GDD is where a game is decided before it is built, and where the next session or a critic
9
+ learns what it is: a Part 1 that says what the game is and why, a Part 2 whose targets and named
10
+ tests come before code. It is the contract: the owner decides what it holds; inside it, the how is
11
+ yours to invent, and the creator's vision wins over any row here. While the GDD is being written, no gate applies: the template and the lint are a checklist
12
+ to consult at the end, not the order to write in.
13
+
14
+ One document, `design/GDD.md` (an older `design/README.md` reads the same). The hooks read its `## AD rules`, `## Actors`, `## Juice` and `## Fix round`.
15
+
16
+ ## Starting from an idea
17
+
18
+ `npx @funpixel/tools flow start` names the next step; the path our complete games took is [references/start.md](references/start.md) and
19
+ [references/the-path.md](references/the-path.md). In short: brief back; the first look (key art,
20
+ the hero's sheet); a first playable from it, which the owner plays; the design around it, locked; then the slice through real input (skill
21
+ `fp:verifying`); then rounds against the plan's target frames until the owner says yes. A genre
22
+ recipe (`references/genre-<card|platformer|puzzle|racing|rpg|shooter|simulation|strategy|survival>.md`)
23
+ is a starting point; the creator's choices win. The release
24
+ bar our best games shared is [references/floors.md](references/floors.md); the hand-back says what
25
+ plays now with its literal controls, what is not in yet, and the next steps, with every
26
+ stand-in named. An existing game's change goes to skill `fp:game-spine`; a missing `verify.json`
27
+ is an evidence gap, not a rebuild.
28
+
29
+ ## Invent first, then fill the template
30
+
31
+ A plan filled template-first lost 3 of 3 blind seats to one that spent its time on design (one
32
+ game, 1 Oct 2026). The order that won, in [references/invent-first.md](references/invent-first.md):
33
+
34
+ 1. **Six forcing questions**, in `## The invention`: what the core object means, why the verb
35
+ exists in this world, who wants what by name, what the twist costs in feeling and in play, the
36
+ one system that lives and reacts to the player, what only this game has. A generic answer means
37
+ the idea is not there yet.
38
+ 2. **A hit per axis** (mechanic, feel, touch controls, layout, surface satisfaction, readability,
39
+ market), each with take, avoid and a source link, in `## Hits, per axis`.
40
+ 3. **The studio pitch**: cards for genre and fidelity, depth, the core that burns, the story
41
+ standard, extras with their cost; pick each with why; the owner approves them at the lock
42
+ (`pitch ask` makes each theirs).
43
+ 4. **Worth building at this length?** Your numbers' minutes against the owner's target, beside the
44
+ first playable; recommend dropping a weak idea ([references/worth.md](references/worth.md)).
45
+ 5. **Named behaviour tests** in Part 2, before code.
46
+ 6. **Our lessons as defaults**: modelled places, a GPU tier, every attack tells, teach once at the
47
+ element, a camera that never fights the player, controls off the play.
48
+
49
+ Places that differ, fun with depth, phone controls: [references/level-and-fun.md](references/level-and-fun.md).
50
+
51
+ ## Tools
52
+
53
+ - `npx @funpixel/tools init <folder> --idea "<one line>"` picks engine, recipe and orientation,
54
+ seeds `design/GDD.md` and commits the game to git (never a temp folder);
55
+ `create_game` is for an agent with no local files.
56
+ - `npx @funpixel/tools gdd`: the invention answered or generic, hits per axis, named tests, the
57
+ locked core, then missing sections; no score, since completeness is not quality.
58
+ - `npx @funpixel/tools pitch`: the studio pitch's cards, picks and lock; `variety --within`: the
59
+ place pictures against each other.
60
+ - `gdd page`: the living plan page (`design/GDD.html`), agreed a section at a time; `greenlight page`: the lock's. The studio's best pages and pages of its own: references/pages.md.
61
+ - First look: `generate_image`, `generate_sound`, `generate_music` with the game's id; `loudness` measures the
62
+ cues against their targets. Sign-in: `funtools whoami`, `funtools login`.
63
+
64
+ ## What a great GDD holds
65
+
66
+ Copy [references/gdd-template.md](references/gdd-template.md) to `design/GDD.md`. What makes each
67
+ section strong is in [references/sections.md](references/sections.md).
68
+
69
+ 1. **The invention, the hits and the studio pitch** (above); **the promise**: one line, the thesis
70
+ in one frame or number, the 6-second ad; **pillars and decisions** against their alternatives.
71
+ 2. **The core loop and its numbers**: the three to five numbers that are the whole game, each with
72
+ why exactly that value, and the rule that stops the boring optimum.
73
+ 3. **The first minute and the hook**: first input by 0:05, a moment ladder, 2 to 4 wow moments.
74
+ 4. **Content**: kinds that each bend the core rule and read by silhouette, stages that each add one
75
+ thing, a climax; a counted content list and an art budget
76
+ ([references/plan-at-size.md](references/plan-at-size.md)).
77
+ 5. **Places and the living world**: each place its own shape, material, era and light, its rule
78
+ and a picture; one living system with a job in play; a rival whose want is half right ([references/world-and-identity.md](references/world-and-identity.md)).
79
+ 6. **Experience**, what stills miss ([references/experience.md](references/experience.md)).
80
+ 7. **Look, actors, audio, HUD and screens, juice, controls**: colour as assignment, AD rules
81
+ checkable in one frame, target frames; a phone mockup with every element numbered.
82
+ 8. **Scope, money model, build plan, risks**, and lessons that apply.
83
+ 9. **Part 2**: targets and named behaviour tests now; rewritten from the code once it runs, and from
84
+ then on it wins ([references/as-built.md](references/as-built.md)).
85
+
86
+ Mid and deep games add `design/spec/`, data the game loads ([references/spec-folder.md](references/spec-folder.md)).
87
+
88
+ ## Design measures: advice
89
+
90
+ `gdd` ends with six numbers and why: elements per hour (good games: 1.4–3), the spine, sources
91
+ (`gdd --sources`), peers, length totals, Steam's refund window. Advice: you read and decide, the owner
92
+ decides; a field the GDD lacks is not given ([references/design-measures.md](references/design-measures.md)).
93
+
94
+ ## Versions and the track
95
+
96
+ v0.1 before code, v0.2 after the first look, one per stage or per request bending a pillar. The stages and what each leaves behind: [references/track.md](references/track.md).
97
+
98
+ ## The first look
99
+
100
+ The key art and the hero's sheet first (the first playable is built from them); then, while
101
+ planning, the whole game: `npx @funpixel/tools firstlook` names its set. Say each paid job's cost. Each piece: [references/first-look.md](references/first-look.md).
102
+
103
+ **Image tools down?** Tell the owner, keep writing, stand in with marked code-drawn vignettes, and put
104
+ "pictures owed" in `## Open questions`; never fake a picture.
105
+
106
+ ## Worked example
107
+
108
+ Brief: "paper boats race down a rainy gutter". The boat is a child's message home, so a sunk boat
109
+ loses a line of it; the living system is the rain, a clock that floods the shortcuts.
110
+
111
+ ## Common mistakes
112
+
113
+ - Filling the template before inventing: complete, clear, forgettable.
114
+ - One genre hit as the whole research; places that differ only in name.
115
+ - Rules as prose instead of test names; a generated frame taken for the game.
116
+ - Calling unfinished stand-ins a deliberate style, or leaving the GDD at its first draft.
@@ -0,0 +1,40 @@
1
+ # Part 2: the game as built
2
+
3
+ Part 1 is the plan and its reasons. Part 2, once the game runs, is the game: written from the code,
4
+ not from memory of the plan. From then on, where the two disagree Part 2 wins, and Part 1 is
5
+ corrected or points to the Part 2 section that replaced it. The test of a good Part 2: someone new
6
+ to the game could rebuild it in another engine from Part 2 and the tests alone. The
7
+ team's robot game passed that test: its Unity port matched the web build exactly.
8
+
9
+ ## What it holds
10
+
11
+ | Part | From the code |
12
+ |---|---|
13
+ | World, step, units | the unit, the fixed step and its cap, the random generator and how it is seeded, the order of one step, the rule that the simulation imports nothing from the renderer |
14
+ | Each actor | every constant with its unit (speed, radius, health, cooldown), its state machine, its tell, strike and recover times, what it emits |
15
+ | Levels as data | the data shape, one real level in it, and the level laws each checked by a test (every room reaches the exit; finishable with no upgrades; resources at least 1.3 times what a median bot uses) |
16
+ | Events and saves | every event the simulation sends the view; the save's fields and version; what a suspend or resume keeps |
17
+ | Performance | frame, draw-call, light, memory and download budgets per device, and how the game degrades before the device does |
18
+ | The behaviour contract | tests named after the rules they pin, a determinism test (same seed, same inputs, same events), bots over several seeds |
19
+
20
+ ## How to write it
21
+
22
+ - Read the constants file, the step function and the tests, not the design. Copy numbers with
23
+ their unit and the file they live in.
24
+ - Rewrite rather than patch: a Part 2 that starts as the plan's targets and is edited toward the
25
+ code keeps plan numbers nobody checked.
26
+ - Keep a drift list: each number where the code and Part 1 differed, which one won, and why. A
27
+ deliberate change is a decision; an accidental one is a bug to decide on.
28
+ - Name what is not built yet as not built. A planned feature stays in Part 1 until a test or a
29
+ recorded playthrough shows it running.
30
+ - Write each value beside where it lives (`src/tuning.ts · FUSE_S = 3.0`), a shape a short script
31
+ can compare to the code on every build (one game checked 213 numbers that way). Where a value
32
+ moved from its target, "the reason was not recorded" is better than a guessed one.
33
+ - Keep a list of the defects writing the spec found; writing one game's found five.
34
+ - Say what nothing has observed yet (unheard, never played on a phone, fun unproven) and leave the
35
+ person's own play as a question for them until it happens.
36
+
37
+ The owner's platformer shows the moment it pays: after the first world was playable, the design was
38
+ rewritten from the code as a port spec, and the bots that walk every level found design bugs (a
39
+ ledge 0.2 units too high, a boss attack you could stand beside and never be hit by) before any
40
+ person played.
@@ -0,0 +1,24 @@
1
+ # The design measures
2
+
3
+ `npx @funpixel/tools gdd` ends with six numbers read off the GDD, each with why and the peers' figures. They come
4
+ from one game's field report (10 Oct 2026), and its owner's rule holds them: "Advise, never gate." Each is advice.
5
+ Read them, decide what to do, and leave the call on the game's size and scope to the owner. A dense, systemic game
6
+ can be the choice; the lint then says "dense: is each element learned (used again after its teach)?", never "too
7
+ many".
8
+
9
+ A field the GDD does not have is **not given**: no verdict, never a failure. Every field below is optional. Only
10
+ `npx @funpixel/tools gdd --strict` makes a warn fail (exit 1), for a CI that asks for it; nothing in the kit passes
11
+ it.
12
+
13
+ | Measure | What it reads | The line |
14
+ |---|---|---|
15
+ | Elements per hour | `design/spec/elements.json` (`[{id, kind, name, debut_place, debut_beat_t, uses}]`), else `## Elements`, else the tables under `## Content` (`### Roster` and its kin, the player's row left out) | new mechanics, enemies, tools and systems ÷ first-playthrough hours; good games sit at about 1.4–3 (Prey 1.4, Scorn 2.2, Superhot 2–3); warns above about 4; any element used fewer than twice after its teach is "check by hand" |
16
+ | The spine | `## The spine`: a `Spine:` sentence, clauses split by `;`, and a table of system, the clause it serves (quoted or by number), genre beat | a system that serves no clause warns: one game cut the systems that mapped to none |
17
+ | Sources | every table with a Source column (the identity lock's and the asset script's are pictures, not claims), footnotes `[^n]` with their `[^n]: …` line, `[source?]` markers | a marked claim with no source line warns; "approx, from memory" is kept and listed as secondhand; `gdd --sources` lists them all |
18
+ | Peers | `## Worth against the genre` or `## Peers` | each peer's length and elements per hour: the report's figures where it has them, the GDD's own figure when its row carries a link, else unknown, never guessed |
19
+ | Length totals | the parts' minutes: `design/spec/places/*.json` `target_minutes.first_time`, else a Length column in `## Chapters`, `## Places` or `### Stages` | summed against `Play length:` (or `**Length:**`), the difference shown; warns past 10% (or 2 minutes); the owner's `target_minutes` is shown, never judged |
20
+ | Steam two-hour check | `**Hook at:**`, else a part marked `(hook)` (the hook lands as it begins), else the first timed row of `## The hook`; Steam named in `**Platforms:**` or `store/answers.json` | Steam refunds anything played under 2 h: warns when the GDD's own timeline puts the hook later; a first playthrough under 2 h is told to frame the first ending as one of several |
21
+
22
+ Elements per hour uses the parts' summed minutes when every part has them (the report's method), else the stated
23
+ length. The peers are games of hours, so a game under an hour reads dense by this rate; say so in the GDD when it is
24
+ the choice.
@@ -0,0 +1,88 @@
1
+ # The design note
2
+
3
+ The design note is the game's design document: `design/GDD.md`, from the template in skill
4
+ `fp:gdd` (`references/gdd-template.md`), with `/design/` listed in `.harnessignore`. An older
5
+ game's `design/README.md` is read the same way, with `design/gameplay.md` for tables that outgrew
6
+ it; there is one document, never a note and a GDD beside it. A small game fills only the sections
7
+ it needs. It is what the next session and the person read first, so it states decisions, not
8
+ intentions. Update it when a decision changes; a stale note is worse than none.
9
+
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+ The hooks and funtools read these parts by name: `**Pitch:**` and `**The 6-second ad:**`, `## Look`,
11
+ `## AD rules` (five numbered rules), `## Juice` (a table with a visual and a sound column), `## Actors`
12
+ (a table with a Motion column), `## Criteria` and, only while a round is unfinished, `## Fix round`.
13
+ `funtools gdd` mirrors every section of the template; `check_plan` grades the older short fields.
14
+
15
+ What each line is for:
16
+ - **The 6-second ad** keeps the pitch concrete: if nothing in the first seconds would make a
17
+ stranger tap, the concept needs a sharper hook before it needs code.
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+ - **Core loop** in one sentence tests the concept: a second "and also" means two games.
19
+ - **Depth** is where a finished level still loses to the genre hit: critics picked the hit for a
20
+ longer, denser run and a reason to replay. Fill the `Depth:` line under the core loop from bot
21
+ runs; the options and genre numbers are in the game-logic skill's depth reference.
22
+ - **The first minute** puts the signature on screen early: one game's first cut showed it at
23
+ 3:45, and the fix moved it under 30 s.
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+ - **Juice** maps actual events to visible responses and explicit audio choices, including silence.
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+ Remove inapplicable example rows: a loss or reward tier invented to fill the template is a
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+ promise the game then has to keep.
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+ - **The player's journey** keeps the design about play: every later table serves that walk from a
28
+ visible start to the first payoff, through controls a stranger can find.
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+ - **Actors** describes the role, how it moves and its state feedback. Motion is `moves` (seen
30
+ moving), `animates` (its picture or pose changes) or `still` (it may rest: a board piece, a
31
+ sign). `scene --motion` samples about a second and judges each actor against that column; an
32
+ actor it cannot find is reported as not observed, and a still piece and a missing attack
33
+ response differ.
34
+ - **Fix round** exists only while a round is unfinished: each open panel or player finding by
35
+ name with its next step. The Stop hook reads it to report an honest unfinished hand-back;
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+ delete it when the round is done.
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+ - **Genre card and adaptation** (the GDD's header) record choices for continuity. Recipes do not
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+ restrict the creator; derive the controls and checks from the intended game when no recipe fits.
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+ - **AD rules** are the art's pass/fail lines. Every prompt is built to satisfy them and every
40
+ capture is judged against them, so each must be checkable in one frame: a colour count, a line
41
+ weight, a size at which a thing still reads. "Moody" or "polished" is not a rule. Change one only
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+ on purpose, and write the change here first.
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+ - **Criteria** say what a player must be able to see, each checkable from the running game with no
44
+ code open: a mechanic, how the run ramps, the feedback on a hit, what tells actors apart, how a
45
+ newcomer learns the goal. Agents fail most at feedback and presentation (research 15), so two
46
+ or more of those earn their place. `funpixel.json` takes strings or `{ "id", "kind", "text" }`; `funtools doctor` warns when a
47
+ made game has none.
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+ - **Open questions** hold everything you had to guess. Ask them in the hand-back, after the person
49
+ has played, not before you start.
50
+
51
+ ## Variety moves
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+
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+ Left alone, an agent answers a brief with the average game for it: on one machine, two fresh games
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+ became a lantern on a night pond, and six shipped the same title card (centred panel, big word, pill
55
+ Play, three round icons) in different colours. When a choice is still open, these are options, not
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+ steps; whatever the person fixed in their own words (a palette, a genre, a verb, a title) stays.
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+ One move per game is plenty.
58
+
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+ - **Write the obvious game down first,** and the version that only dodges it (darker, cosier,
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+ colours inverted). Then pick something that is neither, or keep the obvious one on purpose.
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+ - **Flip one rule the brief never stated:** the player moves, time runs forward, the screen is lit,
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+ the hero is small. Reverse one and see what the game becomes.
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+ - **Take a spine from another genre:** a racing line through a puzzle, a merge inside a platformer,
64
+ a rhythm to a builder.
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+ - **Find the verb outside games** (pour, fold, stitch, sweep, blow, herd) before the stock ones
66
+ (tap, jump, shoot); it often brings its own feel and sound.
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+ - **Change the stage, not the subject:** the hour, the material, the scale, the camera.
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+ - **Let the title screen be the game:** the world or the hero under the name, not a card over a
69
+ blur.
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+
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+ `npx @funpixel/tools variety` measures the result against the other games on this machine
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+ (palette distance, core verb and genre, title-screen layout, motif nouns, title words) and names
73
+ what is close; each signal is "not observed" when a side declares nothing. Record a move you made
74
+ with `npx @funpixel/tools decide`, so the next session keeps it. Naming the reflex and flipping one
75
+ rule are ideas from scenario-labs/skills (MIT; THIRD_PARTY_NOTICES.md).
76
+
77
+ ## As-built truth and the runbook
78
+
79
+ Read [gameplay-contract.md](gameplay-contract.md) when filling the gameplay tables. Values come
80
+ from the simulation constants, not a second independently maintained set of numbers; once the game
81
+ runs, the GDD's Part 2 is written from them (skill `fp:gdd`). Label a planned feature
82
+ `planned` until a test or a recorded playthrough shows it running. `check_plan` checks the older
83
+ note fields; a pass does not validate these tables.
84
+
85
+ Keep `design/runbook.md` as a small table: step, status (`planned`, `active`, `proved`, `blocked`),
86
+ source revision/fingerprint, test or capture path, finding, next action. At session end record the
87
+ literal resume command, outstanding jobs/assets and spend actually recorded. A generated target
88
+ or agent verdict is not the person's approval; link their actual decision or say `not reviewed`.
@@ -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.