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Grounds the from-scratch pass in what is actually in the repo instead of starting from taste. The asset contract is written backwards from the PR #6 defects, so each rule names the failure it prevents — dropped facings, swapped creature sheets, cell bleed, anchor jitter, non-animating frames, fixed-size UI art with no 9-slice, and sprites too dark to see on the night ground. These become hard checks in check:assets rather than something a render review is trusted to catch. Sequences the UI as one design system first, then screens in dependency order, because 17 scenes and ~7,300 lines of UI script cannot be replaced at once without a broken middle. Puts the HUD second, since the gameplay screen is the actual complaint and its biggest win is lighting and decluttering rather than new sprites. Keeps the existing story canon and adds only the shape it lacks: acts with a visible boundary, somewhere to read lines already written, per-hero voice, and a name for what lives past cycle 9. Records that the course stays pinned to release-2.1.0, which is what makes diverging from the documented screens safe. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Summary
Design authority for 3.0.0 — completely new UI plus a story structure — written
after a visual audit of the closed PR #6, so the plan starts from evidence
rather than taste.
Plan only. Nothing is built.
The rule that outranks the rest
Moonlit Beacon stays a cute little mini-game. Richer art is the goal; fancier
is not. PR #6 failed because it read "better graphics" as "more detailed
graphics" and shipped dark, gritty, semi-realistic sprites. For a dodge game
cuteness and readability point the same way, so there is no trade to make.
Asset contract
Seven rules, each written backwards from a defect actually found in PR #6:
4-facing requirement, art-matches-
display_name, no cell bleed, shared anchor,minimum inter-frame difference, 9-slice for stretchable UI art, and a contrast
floor against the night ground. They are meant to become hard checks in
check:assets— a render review already failed to catch these once.UI sequencing
One design system first, then screens in dependency order. 17 scenes and ~7,300
lines of UI script cannot be replaced in one pass without a broken middle, and
the every-stop-is-a-store-screenshot rule forbids a broken middle.
The HUD goes second, because the gameplay screen is the actual complaint — and
its biggest available win is lighting, prop shadows, ground tone, and cutting
the permanent text, none of which needs a new sprite.
Story
The existing canon in
world-story-pass.mdis good and is kept verbatim. 3.0.0adds only the shape it lacks: acts with a visible boundary between them,
somewhere to read the per-kind lines that today are said once and lost, per-hero
voice, and a name for what lives past cycle 9.
Course
The 16 lessons stay pinned to
release-2.1.0. That pin is what makes divergingfrom the documented screens safe, and it is why 2.1.0 was closed out first.
Checked
node .github/scripts/check-hygiene.mjs— repo rules oknotes/, so it is not published to the docs siteapps/game/change — store captures and the runtime fingerprint are untouched🤖 Generated with Claude Code