G0 Playtest Checklist — action pivot, web build¶
Fill during/after playing floors 1→3 repeatedly (plus one B2 run for the close-all rules). Verdict per line: KEEP / ADJUST (what knob) / KILL (why). Anything killed here never costs Unity work. Hard-reload (Ctrl+Shift+R) after every code change; Re-roll run after changing re-roll knobs. Every contested rule has a tuning-panel flag for live A/B.
0 · The two gate questions (answer these even if nothing else)¶
- [v] Does the shrinking map carry tension? (probe 0.5 — GO/NO-GO). Play a full round on floor 1-2+: do the closure banners + per-pad countdowns hurry you, or just inform you? If flat → the storm replacement thesis reworks at GDD level before any Unity port.
- [+-] Does loot abundance keep "extract now or push?" sharp? (Badlanders trap, probe 0.9). After a rich raid: did you ever hesitate at a safe exit? If loss never stings → density down or portal risk up.
1 · Input & feel (0.1 / 0.2)¶
- [v] Stick: anchor/deadzone feel, wall-slide, no stuck-stick after odd releases
- [v] Dash: distance/cooldown feel (
action.dashCd); i-frames through telegraphs work - [v] Action Button wind-up pulse: does the gold pulse read as "dash now"? (too subtle / too naggy?)
- [v] Keyboard WASD + Space parity
- [v] Short-tap: minimap opens, no accidental rival declarations from fat-thumbing
2 · Combat core (0.3 / 0.11 / 0.12 + playtest systems)¶
- [+-] TTK feel: trash ~2s? mids real fights? heavies dangerous? (floor 3+ especially — the multiplier stack past floor 3 is UNAUDITED, note anything spiky for the 1a table) - first real challenge are biome 1 boss
- [v] Damage taken: deaths from readable, dodgeable hits — or from chip/unseen sources?
- [v] Engage ring: does the 200px commitment circle read? Is watching-without-engaging at
250-300px actually useful? (
combat.engageRange,ui.engageRing) - [v] Crit loop — each source lands?
- [+-] Opener: approach outside the cone → first hit crits (melee stab AND ranged shot) - melees are nearly impossible because of wide engage ring
- [+-] Wind-up bait: charging mob plants (chargeLock) → dash behind → punish - it is possible, but hard to execute. maybe that is correct
- [+-] Dodged lunge → its exposed rear → one crit before it reacquires (
melee.recover) - can't really test it because web version have no lunges. we will tune it later on unity - [v] Heavies: mid-range flank approach works, point-blank orbit does NOT (turnClose) — do heavies still feel outplayable, or now just walls?
- [v] Body-block: solid enemies feel fair? Any cornered-with-no-escape moments? (if yes → candidate fix: dash passes through mid-commit attackers only)
- [v] 0.12 weapon rhythm: is reload a risk-pricing beat or friction? A/B
weapons.rtsMode: true. Sniper mag-3 pass: one trash per mag now true? - [+-] Boss fight (1-5): survivable? interesting? (boss pass is 1a scope — note, don't tune) - gatekeepers are pretty easy to beat, the biome boss are real challenge
3 · Perception / stealth-lite (0.4)¶
- [v] Cone honesty: does "outside the cone = safe" hold everywhere? Any it-saw-me-anyway moments?
- [v] Acquisition fairness: nothing starts a fight from off-screen (incl. Warden/Rocketeer)?
- [v] Bushes: concealment approach + break-LOS-then-bush escape both read? Translucent player = clear?
- [v] Bush ambushes (enemies hidden in foliage): fun danger or cheap shot? (echo blips = the counter)
- [v] Sound waves: ring reaching an enemy = it reacts, visibly synced? Fire-and-reposition
misdirection noticeable? Late arrivals to an already-over fight annoying? (
noise.waveSpeed, shrinknoise.gunshotif fights leak too far) - [v] ❗ / ? / nothing detection read: sufficient? Missing the old fill meter at all?
- [v] Busy-screen audit (floor 3+ zone): cones + ring + blips + glyphs + arrows + noise rings together — readable or cluttered? List the first element you'd cut.
4 · Raid structure (0.5 / 0.7 / 0.10 + raid length)¶
- [+-] 5.5-minute raid: right length? Time for vault + a couple zones + extraction? - it feels okay i guess, we will adjust it later
- [v] Floor 1: designed win? (no clock/arrows/guard, gentler mobs, gear drop felt) — would a fresh FTUE graduate extract richer and un-scared?
- [+-] One-new-thing-per-floor ramp reads (1-2 clock · 1-3 hound · 1-4 emberling · 1-5 boss)? - I can still see the clock on 1-1
- [v] Closing exits: banners noticed? countdown labels on pads used for routing? closed pads clear?
- [v] Timer-zero sweep (idle it out once): quiet haul-loss end OK without the storm drama?
- [v] B1F1 descend portal: genuinely unguarded walk-in?
- [v] Closure funnel (any floor 1-2+): nearest safe exit closes mid-raid; the reserved farthest safe holds while the descend is locked, then arms after the gatekeeper dies — endgame funnels into the descend portal. Trapped-feeling anywhere?
5 · Rivals (0.6 + fair looting)¶
- [+-] Neutral pass-by: walk near a rival — nothing happens, and it feels right (not broken)? - nothing happens, but i feel that it lacks some visual confirmations (I think we can recolor raiders in unity, where green tint = neutral, red = hostile)
- [+-] Glyphs (💰🔑🌀🏃⚠⚔) convert bots into "people doing their own thing"? - it helps to read their intentions, but I don't think that the PvPvE simulation needs it. it actually breaks the perception of the real players playing along
- [+-] Tap-to-declare: range-armed, loud confirm, no accidental wars; the fight after = fair? - it feels mostly OKAY, but I think we will make it a bit different in unity - it seems that slow-mo for 2 seconds will help to read what's actually happened
- [x] Contested gate: crowd the vault gate a rival wants → amber warning → hostile. Back off in the warning window → de-escalates? - can't actually check it
- [v] Boarding-pad contest: step onto a pad a rival is boarding → warning → fight?
- [+-] Hostile cool-down (6s lost contact) — reads as sensible or gamey? (
rival.resetTime,rememberAttacker) - should be set to 30s - [v] safeCrossfire: co-fighting mobs next to a neutral rival — no accidental war, shots pass through cleanly (ghost-bullet visual acceptable?)
- [+-] Fair looting: do you still reach chests first sometimes? Rivals visibly searching (not
beelining)? Empty-chest frustration gone? (
rival.lootSight/crackMult/lootPause) - the waiting raiders feel like they are taking a walk, wandering, not searching. also they should prioritize non-zone chests first, so the valuable loot should be reachable by the player first - [+-] Corner-flee: any rival still hiding in a corner staring at walls? - happens sometimes. its fixed in unity version
- [x] Verdict needed: are placid rivals enough for G0, or pull the Opportunist trigger forward? - let's try to add opportunist as well, starting from biome 2 maybe?
6 · Extraction (stance force-board)¶
- [v] Stand still on pad → fast 3s rooted channel (fire suppressed) — discoverable without a tip?
- [v] Move/fight on pad → slow 9s passive board while shooting — the downgrade reads?
- [v] Stall-on-hit: contested extraction requires actually clearing the pad?
7 · Economy & death loop (0.8 / 0.9 / 0.13)¶
- [v] Loot feels abundant (spills, magnet, frequent drops) — but banking still portal-gated
- [v] First-floor gear boost: felt upgrade in the first couple of raids?
- [v] Instant potion mid-strafe: right? Any potion-chugging trivializing fights? (→ carry cap) - it seems that it should have a really small apply delay that interrupted by hits, not movement
- [v] No HP regen: attrition = "push or extract?" lever, or doomed-walk frustration? (fix = drops)
- [+-] Death → Raid Again: same floor, loadout intact, under ~5s? Does dying make you want the next run (the MISFITZ test)?
8 · Record the verdicts¶
| Probe / system | Verdict | Note / knob |
|---|---|---|
| 0.1 stick + 0.2 Action Button | KEEP | dodgeTime 0.35 (G0-tuned) |
| 0.3 fast TTK + flank crit | KEEP (adjust @1a) | gatekeepers easy / biome boss = first real challenge → 1a TTK table |
| engageRange + ring (playtest) | KEEP + ADJUST | melee openers spoiled by own bow → stalkHold added (advance = stab, stand = shoot) |
| 0.4 stealth-lite perception | KEEP | clean sweep |
| sound waves (playtest) | KEEP | clean sweep |
| 0.5 closing exits (GO/NO-GO) | GO — KEEP | tension confirmed after the exit-density fix |
| 0.6 rivals Tier 0 + fair looting | KEEP + ADJUST | glyphs → state COLOR (tint/outline; Unity re-tints sprite) · resetTime 30 · looting: gray-first + sweeping search · Opportunist pulled forward (biome 2+) · declare slow-mo = Unity note · contested gate UNVERIFIED |
| 0.7 floor ramp + spike fixes | KEEP + FIX | F1 clock display hidden (was visible) |
| 0.8 raid again | KEEP (watch) | MISFITZ appetite test — re-ask at Phase 3 |
| 0.9 loot abundance | KEEP (watch) | greed hesitation only so-so — revisit with 1a economy pass |
| 0.10 guarded extraction | KEEP | funnel verified after reserve-rule fix |
| 0.11 sight fairness | KEEP | fog back to 300 — camera (fitMin .75, leads 225/150/.02) does the seeing, senseRadius 420 |
| 0.12 mag rhythm (A/B rtsMode) | KEEP | sniper mag-3 confirmed |
| 0.13 potion / no regen | KEEP + ADJUST | instant → 0.35s SWIG, hit-interrupted (kept), movement-proof |
| raid length 330s | KEEP (revisit) | "feels okay, adjust later" |
| stance force-board (playtest) | KEEP | clean sweep |
| body-block + solid dash (playtest) | KEEP | no cornering complaints |
| turn rates + turnClose (playtest) | KEEP | heavies outplayable; wind-up bait "hard but maybe correct"; lunge punish untestable on web (lungeMinTier keeps lunges out of B1 trash) → tune in Unity |
Unity-port notes from G0: rival state = sprite re-tint (green/amber/red), 2s slow-mo beat on war declaration, lunge-punish tuning (web B1 never shows lunges), corner-flee already fixed Unity-side, contested-gate escalation still unverified (verify with 1e telemetry).
Exit criteria: MET (2026-07-24) — loop called fun, every row verdicted, numbers frozen. Next: docs pass (stealth-lite & friends into the GDD pair) + Phase-1a TTK/TTD table → Unity port.