Wired B's player/combat + event pump, D's assets, C's level pick into boot. Fixed qa ESM gate (node --check no-op, found by B) + added spline selfcheck. TECH: world contract FROZEN v1.1, bus events ratified, colorspace + crest-speed laws (CREST_FACTOR 1.6 — B proved surfing lost to throttle at 1.0). Stub complies. Verified integrated build via 60s stepped sim: 9 draws, 0 errors, 0 asset misses; one known gap (fiction-id spawn resolve) confirmed and assigned as B's top item. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
173 lines
12 KiB
Markdown
173 lines
12 KiB
Markdown
# GUTS — Round 2 lane instructions (from Fable, integrator)
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Date: 2026-07-16 · Written after reviewing all four round-1 lanes (A/B/C/D — E did not run
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and joins this round) and integrating their offered wiring. Every round-1 claim I checked
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held up: A's hash `cefc4f83` and 8-draw sweep, B's `node --check` ESM no-op (reproduced on a
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deliberately broken file), C's 3/3 selfcheck, D's manifest. Superb round, all of you.
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## Repo state (F integrated, commit this round)
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**The game is a game now.** Default boot = A's world on C's `L2_esophagus` with D's textures,
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B's ENDO-1 + camera + combat, level-event pump live. Verified by stepped simulation (60 sim
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seconds, deterministic dt): flow carried the player to s=777, checkpoints + pickups fired,
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9 draws / 52–61k tris, zero console errors, zero asset misses.
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Evidence: `docs/shots/laneF/round1_integrated_s777.png`.
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F landed since round 1: B/C/D snippets in `boot.js` (assets → world, player/combat wiring,
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`?stub=1&lvl=` composing, event pump) · qa.sh **ESM gate fixed** (it had never checked
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anything — thank you B) + A's spline selfcheck gate · TECH: world contract **frozen v1.1**,
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bus events ratified, asset entry points ratified, colorspace + crest-speed laws · stub:
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`crestSpeed()`, CREST factor, colorspace fix. Second dev server config `guts-f` on **8141**
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(8140 was held by another session — lanes: if 8140 is busy, use your own port and say so).
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## The ONE integration gap found (and it was predicted)
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Stepped sim confirmed: **all 11 L2 spawn events no-op with `[combat] unknown enemy type
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"bolus_chunk"/"eosinophil_swarm"/"candida_bloom"`.** C's fiction-id → archetype resolve
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(LANE_C_NOTES → Lane B #1) is the single blocker between "it boots" and "it's a game with
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enemies". B: it is your first task.
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## Integrator rulings (settled — argue in NOTES for round 3 if you must)
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1. **Surf: CREST_FACTOR = 1.6.** B proved crest speed == flow makes surfing strictly worse
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than throttle (LANE_B_NOTES §surf). Ruling: `crestSpeed(s) = 1.6 × flow(s)` (beats
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throttleMax 1.4), A implements `k(s) = OMEGA/(1.6·flow)`, B speed-locks to
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`world.crestSpeed(s)` while riding, gameplay wave == visual wave stays law. Stub already
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complies — B can build now. C re-runs pacing (pars will compress; the finale's escape
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math changes deliberately — surfing becomes the stylish escape).
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2. **Colorspace law** (TECH §Shader law): every custom shader ends `main()` with
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`#include <colorspace_fragment>`. Stub done. A (wall), B (emissive) apply this round —
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expect a visible shift; A re-eyeballs biome tints against D's textures after.
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3. **Texture naming**: D renames keys to A's biome ids **early in the round** and pings in
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NOTES; A deletes the slug map after pulling. That order, one round, done.
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4. **`level:event` pump is boot's (F).** Landed. B: when you build respawn, tell F what
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reset/replay API the pump needs (`### → Lane F`), don't work around it.
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5. **`web/dev/` ratified** as the shared dev-harness dir, per-file lane ownership, never
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shipped. D's texview stays. A: `world/dev.html` may move there or die, your call.
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D's `pipeline/shot_sink.py` is the **house evidence tool** — all lanes:
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`python3 pipeline/shot_sink.py --dir docs/shots/lane<x> --port 8143` (NOT 8140/8141),
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then POST the canvas. `DBG.shot()`'s download silently no-ops in the pane (A was right).
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6. **WebP shots ratified** (B's 25 KB vs 1.9 MB argument). PNG also fine. Name the round.
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7. **C's GDD refinements + boss specs: signed off.** C folds the three boss one-pagers into
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GDD.md proper. Per-level pars stand. A/D treat boss specs as stable input.
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8. **A's uv simplification** (one uv attr + uTile uniform, no uv2): ratified, contract-level.
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**C's arena semantics + A's per-segment `wave` override request: approved** — C specs
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`segments[].wave: { amp }` into schema v2, A implements `waveMaxAt` preferring it.
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## Round-2 goal
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**L2 esophagus, playable start to finish, textured, scored, survivable and losable** — every
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spawn live, all three hazards real, checkpoints/death/respawn, gate → `level:complete`,
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HUD + audio on top. Tag `v0.2`. (Round-3 preview: arenas — L1 tutorial + L3 acid sea + the
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Pyloric Guardian.)
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---
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## Lane A — contract v1.2 + the look, deepened
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1. **`crestSpeed(s)` + CREST_FACTOR 1.6** (ruling #1) — small, unblocks B, do first.
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2. **Answer C's biggest dependency** (LANE_C_NOTES → A #4): segment radius **blending**.
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C assumes a smooth ~40–60u taper at joins (12→9 at s 1100, 10→6.8 at 2600). Confirm or
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implement; a hard step reads as a level seam and breaks the constrictions.
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3. **Per-segment `wave` override** (ruling #8) — the hiatus should be tight AND calm.
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4. Colorspace one-liner in the wall shader (ruling #2), then re-eyeball all six biome tints
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with D's textures; adjust `biomes.js` freely (C's selfcheck re-checks live, as designed).
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5. **TBN normal maps** — lift D's `perturb()` from `web/dev/laneD_texview.html` (their NOTES
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has the exact GLSL and the trap: never add tangent-space normals to vertex normals). Wire
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`_b` variants + matcap. This is the round's visual headline; D called it "the single
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biggest visual win" and their shots agree.
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6. `sample(s, out)` out-param variant (v1.2) — B adopts on landing.
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7. Stomach-arena shape read for C (→ C #5): propose capsule/lobed/chained-spheres, one
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paragraph + sketch, before C authors the acid sea in round 3. Triplanar arena shells if
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time (the pole-pinch fix) — acid plane can wait for round 3 with the L3 work.
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Defer: villi band (no L4 level yet).
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## Lane B — make L2 a game (priority order is the order)
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1. **C's three consumption fixes** (LANE_C_NOTES → B #1–3, exact snippets provided):
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`getEnemy()` resolve, `theta` arrays, `spread`. Verify against the live L2: sim to s=800
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and the console warns must be gone, bolus/eosinophil/candida all spawning.
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2. **The three L2 hazards** (params in `levels/enemies.js` HAZARDS): `reflux_surge` (rear
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chaser; emit `hazard:proximity {kind,distance}` — C's most important UI dependency),
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`aortic_squeeze` (**directional** — one-sided by design, keep contact non-lethal or tell
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C), `ring_gate` (timeable point gate). Emit `hazard:warn {kind,s,eta}` from each event's
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`warn` field.
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3. **Checkpoint / death / respawn** (≤30 s law). Define the pump reset API with F (ruling
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#4). Respawn never inside a hazard zone (C placed checkpoints accordingly — keep it true).
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4. **Pickups**: nutrient, mucin, B12, antacid ammo, biopsy samples (`pickup` events are in
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L2 already; economy numbers from C via NOTES if you need more than `levels/enemies.js`).
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5. **Gate → `level:complete {stats}`** with score/time/samples for E's medal card.
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6. **Surf speed-lock** on `world.crestSpeed(s)` (stub has it now; A lands theirs early).
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Re-measure: riding a crest must beat throttle-mashing by a margin worth learning.
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7. Colorspace in `emissive.js` (your own finding) — then re-shoot `round1_combat`'s hostile
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amber and confirm it reads amber.
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8. Stretch only: arena 6DOF controller (round 3 needs it for L1/L3).
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Your tuning.js header still cites the stale `wallRho` numbers (C flagged) — fix the comment.
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## Lane C — validate with a real canal
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1. **Fly L2 on the integrated build** once B's #1 lands (mid-round — watch B's NOTES). Use
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F's stepped-sim technique (f-progress documents it) or the browser; replace sim numbers
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with observed ones. **The hiatus (s 2600–3000) is the thing to validate**; your open
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question #4 (`MIN_CLEARANCE 2.5`) gets its answer here, alongside John's playtest.
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2. **Re-run pacing under CREST 1.6 surf** (ruling #1): pars, the finale escape math, and
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whether antacid-stalling is still the smart play. Adjust `par` values with rationale.
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3. **Schema v2**: `segments[].wave` override (approved) — spec it, re-author the hiatus calm
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(amp ~0.6), selfcheck it.
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4. Fold boss specs into GDD.md (signed off, ruling #7).
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5. **L1 encounter design on paper** (molar crush-cycles, saliva tides, epiglottis exam) —
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full authoring waits for B's arena controller in round 3, but the design doc and the
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skeleton→full upgrade plan land now.
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6. Give B the pickup economy (counts/values) as data or NOTES — B's #4 consumes it.
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## Lane D — heroes and the full pack
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1. **Slug rename first** (ruling #3): `wall_small_intestine_a` etc., manifest + batch JSONs,
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ping A in NOTES same session.
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2. **Hero meshes, the round-2 headline**: ENDO-1 ship, `bolus_chunk`, `eosinophil_swarm` —
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concepts via flux_local (ART_BIBLE stems + C's tints in `levels/enemies.js`) →
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**concepts into `docs/shots/laneD/` + NOTES for F/C sign-off BEFORE any TRELLIS run** →
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sf3d draft → trellis_mac → normalize (port `normalize.py` + `glb_stat.py` from PROCITY —
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the GLB law is unenforced until they exist) → thumbs → manifest. `candida_bloom` as a
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decal/sprite sheet (your call, ratified — C agreed).
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3. **Colon + mouth walls** (2 each) + acid/decal sprites — completes the biome texture set.
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4. **Full audio pack**: E must hand you their key list by mid-round (E's #5); if it hasn't
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arrived, propose the keys yourself in NOTES and E adapts. Beds for all six biomes, sfx
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(torpedo, gate, alarm, checkpoint, death/respawn, UI ticks), 3 boss stingers, ≤10 MB law.
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5. Tapeworm stays a **round-3** fal.ai candidate — do NOT spend on it yet; if concepts are
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ready early, put it on `FAL_LIST.md` with the concept attached for John's go.
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## Lane E — you have a full house waiting (round-1 charter + these specifics)
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Read your charter + the `→ Lane E` sections in B/C/D/A NOTES — all four wrote APIs for you.
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1. **HUD** from `player:state` + `combat:state` (emitted every frame, live now): coat/hull,
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heat, throttle/speed/flow, boost cd, score/combo. Bus-only, no imports from B.
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2. **Gut-map v1** (the signature): `listLevels()`/`getLevel()` in `levels/index.js` give you
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names/lengths/pars; L2 has 7 named segments + 10 checkpoints authored for exactly this.
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3. **Rear-proximity indicator** for `hazard:proximity` + telegraph pings for `hazard:warn` —
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C calls this the single most important UI request (the surge chases from behind).
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4. Title (over `?fly=1`-style drift) · pause · **medal card** on `level:complete` (par data
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in the level) · death/respawn feed-drop. Damage = feed corruption, never red vignette.
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5. **Audio engine**: D's pack via `assets.audioUrl/audio` (keys + gain law in LANE_D_NOTES →
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Lane E), procedural fallback beeps (`?localassets=0` must make noise), bed crossfade on
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`biomeAt`, heartbeat tempo → danger scalar (define it from bus events, document mapping).
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**Hand D your round-3 key wishlist by mid-round** (D's #4).
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6. Respect `?shots=1`/`?mute=1`; every screen screenshotted into `docs/shots/laneE/`.
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## Lane F (me) — done this round: the integration above. On-call for contract questions;
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end of round: boot matrix, v0.2 tag, ROUND3.
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---
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## 🎮 John's playtest checklist (the things no agent can measure)
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Open `http://localhost:8140/?dbg=1` (or 8141) in a real browser and just play:
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1. **The fps number** in the bottom-left overlay (we can only prove draws/tris; rAF is
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paused in our tooling — every lane flagged this honestly).
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2. **Feel** — B set `bank.gain`, `cam.discFollow`, `aim.lag` by reasoning, not play. Say
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"banking feels heavy/floaty/right" in any form; B will translate.
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3. **The hiatus** (s 2600–3000, once B's hazards land): thrilling or miserable? This decides
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C's clearance floor.
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4. **Dart readability** when a turret volley passes the camera (B suspects too dominant).
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5. **Audio ear-check** of D's pack (spectrograms pass; ears are yours).
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