Phase 3 deliverables 1-4. The door now has something to read rather than a checklist to tick. The guest list clipboard shares the desk's left panel with Dazza's rules via a tab, because there is no spare space at 640x360 and the tradeoff is honest: checking a name costs you a beat of queue time. The mechanic is measured rather than asserted — at the generator's real claim rates an exact match is a coin flip, a near match leans legit, and no match leans liar. Owner's-mate patrons now drop Terry's name, so the trap has a tell that isn't just confidence. Scripted encounters (four, three a night) arrive ahead of the arrival curve and speak in beats. Their consequences are real and the game never says which call was right — no meter, no chime, no narrator. The inspector reads as a boring punter; admitted, he converts any live breach from a 3 AM audit finding into an immediate strike. Denied, nothing happens ever. Verified in play: a night ended LICENCE PULLED with two of three strikes his. The incident report sits between the summary and the next shift. Filed accounts go to pastReports so Phase 4 audits what the player claimed; NightScene no longer dumps the raw truth there, which had nothing to catch anyone out with. Also closes my own Phase-1 finding: judge() now reads intoxication and contraband. Refusing someone who cannot stand up used to score identically to refusing a clean punter, so the game's most legible signal was worth nothing. That gap was also what made quietBeer's humane option secretly optimal on both meters — the one thing design 4.3 forbids. 518 tests (was 413). Played a full 3-night run: all three nights reached 3 AM, heat carried 1 -> 2 -> 2. The Phase-1 economy findings are all still true and this lane did not change them — vibe pinned at 97-98 every night and aggro sat at 0. Details in LANEHANDOVER.md. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|---|---|---|
| .claude | ||
| docs | ||
| lanes | ||
| src | ||
| tests | ||
| .gitignore | ||
| CLAUDE.md | ||
| eslint.config.js | ||
| index.html | ||
| LANEHANDOVER.md | ||
| package-lock.json | ||
| package.json | ||
| README.md | ||
| tsconfig.json | ||
| vite.config.ts | ||
NOT TONIGHT
A hospitality power trip. Papers, Please meets a Saturday night in Fortitude Valley: you're the head of security at a volatile, pretentious nightclub. Protect the Vibe. Watch the queue Aggro. Don't let the Liquor Licensing Inspector catch you slipping.
Browser game — Phaser 3 · TypeScript · Vite. Pixel art, synthesized techno, one very loud DENIED stamp.
Docs
- Game design — what the game is
- Build plan — architecture, phases, milestones
- Contracts — shared types & events (law)
- Fleet asset notes — what existing network assets the art pass can reuse
- Lane handover log — build coordination
- Lane instructions: scaffold · door · floor · juice
Dev (once Phase 0 lands)
npm install
npm run dev # parade / demo scenes
npm test