๐ฎ Sister Brawl โ Fun Audit v2
Date: 2026-06-04
Source: /home/usr/funday/dev/docs/content/games/sisterbrawl/audits/sisterbrawl-fun-audit-v2.md
Evidence basis: live browser playtest at /play/sisterbrawl plus code review.
Executive scorecard
FUN STACK โโโโโโโโโโ 3.4/5 (up from 2.8)
CORE LOOP 1 weak link: Reward; Learning improved from broken to weak
FUN TYPES Hard: 3/5 | Social: 2/5 | System: 2/5 | Sensory: 3.5/5
PEAK MOMENT Solo mode โ bot fight โ KO with screen shake + particles
DEAD MOMENT Post-match: no progression, no XP, flat scoreboardEvidence summary
| Source | Finding |
|---|---|
| Live playtest | Game loads, renders a 2D canvas, and solo mode auto-starts with a bot opponent |
| Console | No JS errors observed in the referenced playtest; draw-loop logs confirmed rendering |
| Frontend code | Prediction, interpolation, replay/spectator support, HUD, audio, particles, screen shake |
| Nakama server | 60Hz tick, physics/combat, bot AI, replay/spectating, progression hooks |
| Manifest | allowSoloAutostart: true, integrationType: "svelte-component" |
Top remaining fun killers
| Killer | Severity | Fix direction |
|---|---|---|
| Character specials still feel too similar server-side | ๐ก gameplay | Differentiate each characterโs special in authoritative match logic |
| Tutorial/onboarding is still thin | ๐ด clarity | Add first-run tutorial and explain win condition, block, specials, and rematch loop |
| Reward loop is weak | ๐ก retention | Add XP/progression or character mastery surface after match end |
| Multiplayer social proof remains under-tested | ๐ก confidence | Add two-context Playwright smoke for match create/join/play |
| Silent match-state failures | ๐ข polish | Replace silent catches with visible retry/error state where player action is needed |
Fix priority
- Onboarding: teach movement, attack, block, special, and win condition before the first real fight.
- Special differentiation: make the six characters mechanically distinct server-side, not just statistically distinct.
- Reward: show progression, mastery, match history, or another persistent reason to rematch.
- Multiplayer proof: verify 2-player create/join/sync/disconnect behavior with an E2E smoke.