# LANE C — Levels & Encounters (data, pacing, bosses)

Mission: turn the GDD into playable levels — you are the game designer lane. You own
`web/js/levels/**` (JSON + registry/loader) and `docs/GDD.md` refinements.

## What you build

- **Level JSONs** (schema TECH.md — you own the schema from round 1 sign-off onward; evolve
  it via NOTES + F referee, never silently). One file per level, `L1_mouth` … `L5_colon`
  + `LS_appendix`. Everything data-driven: if you need a new event `type` or enemy param,
  spec it in NOTES for B/A and stub it in data first.
- **`levels/index.js`**: registry, loader, and a **schema selfcheck** (every biome id exists
  in A's registry, events sorted by s, s within length, checkpoint before every boss…) that
  qa.sh runs headlessly via `node`.
- **Encounter design:** density curves (breather → pressure → spike → gate), teach-then-test
  (every mechanic appears safe before it appears lethal), par times, pickup economy,
  biopsy-sample hiding spots (visible-but-costly law: secrets are seen, reaching them is
  the challenge).
- **Boss scripts** (`levels/bosses/*.js` — logic-as-data where possible, small state
  machines where not; B owns the enemy framework you plug into): Pyloric Guardian, Tapeworm
  chase, The Blockage. Spec each as: phases, telegraphs, windows, failure pressure.
- **Difficulty scaling:** a single `difficulty.js` table (coat-drain ×, density ×, window ×)
  — GDD §Difficulty. No per-level hand-tuned forks.

## Design laws

- **Anatomy is the level designer.** Every hazard/setpiece maps to something real (GDD
  table) — the game's charm is that it's *actually* the digestive tract. When inventing,
  check the anatomy first; reality is weirder and better (bile from the duodenum, Peyer's
  patches, the appendix as a secret room are all real).
- **Readable at speed.** Tube levels are experienced at 10–20 u/s: telegraph everything
  ≥2 s upstream (E gives you `audio:cue` + HUD pings — spec what you need in NOTES).
- **Checkpoints are sphincter-themed** where anatomy allows; death costs ≤30 s of progress.
- Tutorialization: level 1 teaches move/shoot/coat in arena safety; the epiglottis gate is
  the exam.

## You owe / consume

Owe: level JSONs + registry + selfcheck; encounter tables per level in NOTES (they double
as B's spawn-behavior wishlist); boss specs early (round 1–2) so A can build lair arenas
and D can concept hero meshes. Consume: A's biome registry, B's enemy/event vocabulary,
GDD as your spec (refine it in place — it's yours now, banner what you change).

## Verification

You can't screenshot data — your evidence is **playthrough notes**: boot each level
(`?lvl=L2_esophagus&stub=1` before A lands), fly it, record pacing against your curve, note
where it lies. Cite times/densities measured, not intended. qa selfcheck stays green.
