Source Hash: 8eeaaee693edff9668ba273e059ee65ab508236e1d723cc036718d388cea77f5
Orbit Snatch — GAME X-RAY ∞
Evidence key: [O] live interaction · [S] deployed-system inspection · [P] player report · [T] telemetry · [I] inference · [U] unverified.
No representative players or telemetry were available: [P] none, [T] none. Self-play observations are expert heuristics, not claims about players generally.
1. Scope and status
| Field | Frozen baseline |
|---|---|
| Operating mode | A — AUDIT. The public URL authorizes observation, not modification or deployment. |
| Canonical game | Orbit Snatch |
| First contact | [O] 2026-07-22 03:20:14 UTC; source was inspected only after blind play. |
| Build identity | [S] Orbit Snatch v2.0.0; application version 1784688293948, corresponding to 2026-07-22 02:44:53 UTC. |
| Environment | [O] Cloud Chrome, 1363×936 viewport, DPR 1, de-DE, mouse and keyboard. |
| First screen | [O] “Flip direction. Snatch gems. Chain combos. Dodge spikes.” Solo Practice and multiplayer guidance were visible. |
| First blind run | [O] Started without reading source; no meaningful input before the first death. Failure card eventually showed score 7. Exact cause was not visually recoverable. |
| Inputs exercised | [O] Canvas click, Space, invalid A, chat-field Space, Again, dock Restart, mute, fullscreen, reload. [S] ArrowUp is also accepted but not disclosed. |
| Audio | [U] No usable audio output in the test environment. Audio code was inspected; perceived quality and latency were not tested. |
| Network | [O] Game assets loaded. Lobby had no open match; chat later reported “Failed to connect.” Multiplayer was unavailable. |
| Persistence | [O] Best score persisted across reload. Active run, mute state, and lobby drawer state did not. |
| Editable source | [U] None supplied. Workspace contained no project or Git repository. |
| Authority | No patch, build, deployment, ownership, rollback, or production authorization. |
Reproducible live baseline
Three no-input runs:
| Run | Survival | Score |
|---|---|---|
| N1 | 7.415s | 6 |
| N2 | 3.202s | 1 |
| N3 | 5.061s | 12 |
Three runs flipping approximately once per second:
| Run | Survival | Flips | Score |
|---|---|---|---|
| C1 | 3.702s | 3 | 9 |
| C2 | 4.099s | 3 | 0 |
| C3 | 3.163s | 2 | 1 |
[O] This tiny sample does not prove balance, but it found no trivial one-second dominant rhythm. [S] That makes mechanical sense: every flip avoids or repositions relative to danger but resets the combo to zero.
Measured browser-operation round trips included 38–75ms for active Space, 48ms for dead-state Space restart, and 309ms for canvas click. These are automation completion times—not physical input, display, or audio latency.
Source-to-live identity
The canonical route resolves through the native registry to the immutable Orbit Snatch bundle. This is strong evidence that the inspected deployed code powered the tested page:
- Game API metadata
- Route metadata
- Native component registry
- Game bundle, SHA-256
56e9de487ad8472fef037b297d02161ebf64c47b8894d87966c0a4066a3925e4 - Game CSS, SHA-256
5a2d6f9b6ae86bbd391695f6f8bed1f9013ee3006c1f562d49cc3c4ef5563336 - Application version
[S] The minified game bundle passes JavaScript syntax checking. That is not a project build, gameplay verification, or proof of editable-source identity.
Material unknowns
[U] Target-player response, telemetry, physical input latency, audio behavior, touch/mobile behavior, screen-reader traversal, multiplayer/server parity, reconnects, long-session durability, one-week return, authoritative RNG, production repository, tests, source maps, rollback, and deployment path.
2. One-line verdict
[O][S][I]Orbit Snatch contains a sharp one-button greed-versus-safety idea, but its live presentation hides the information needed to exercise that idea: actors are rendered at subpixel scale, pickups resolve far outside visible contact, and lethal spikes can spawn without warning—so orbital mastery can read as automatic scoring followed by arbitrary death.
3. Fun thesis and anti-fun thesis
Fun thesis: [S][I] Every moment asks whether to preserve direction and grow the multiplier or sacrifice the chain by reversing to chase a gem or escape a hazard. One input carries positional, survival, and scoring consequences.
Anti-fun thesis: [O][S][I] The simulation’s decisive envelopes are substantially less visible than its rules. When success and death arrive without a readable causal frame, the player cannot reliably convert failure into a better next experiment.
The design is commendably free of [S] currencies, purchases, ads, streaks, energy, FOMO, or obligation loops. Its desired return is almost entirely score mastery.
4. Intended promise versus delivered promise
| Layer | Intended promise | Current delivery |
|---|---|---|
| Fantasy | [O] Skim a glowing orbit, snatch gems, dodge spikes. | [O][S] Dark neon orbital scene, but the player and collectibles are approximately subpixel-sized at the tested viewport. |
| Intention | [I] Read the ring and choose a direction. | [S] The forgiving pickup region is invisible; spike spawn safety cannot be planned. |
| Decision | [S] Hold direction to preserve combo or flip and reset it. | [S] The trade-off exists and is good, but “every flip breaks the chain” is not explicitly taught. |
| Action | [O] Click or Space reverses direction immediately. | [O][S] Responsive, but the global keyboard handler also captures Space while typing in chat. |
| Feedback | [O] Score, multiplier, core pulse, and particles appear. | [S] Rare gem type is weakly distinguished; pickups can occur dozens of pixels before visual contact. |
| Consequence | [S] Gems increase score/speed; a spike ends solo immediately. | [O] The failure overlay arrives before the decisive collision can be examined. |
| Learning | [I] Fail, attribute, adjust, retry. | [O][S] Retry is excellent; attribution is poor. |
| Closure/return | [O] Failure card, local best, instant Again. | [S] No natural solo ending or pause; a mid-run new best is not stored until death. |
5. Signature vault — what must remain sacred
-
The greed clock.
[S]Not flipping grows the combo toward ×8; flipping forfeits it. Preserve this hold-versus-reverse tension. -
The neon chain payoff.
[O][S]A high-multiplier pickup produces an immediate score jump, center pulse, and particle burst. Preserve the compact score-chasing exhilaration. -
Failure-to-retry velocity.
[O]Space restarted a failed run in under 100ms of observed state transition. Preserve the near-instant rematch.
Additional invariants:
- One-button immediacy.
- Dark neon identity.
- Endless local score chase.
- No currencies, maintenance chores, streak punishment, or paid relief.
- Random shared-ring pressure rather than scripted level memorization.
6. Primary bottleneck and causal chain
Finding
At the first playable moments, a score-chasing player expects to read orbital alignment, choose hold or reverse, and understand why the result occurred. [O][S] The tested build instead presents subpixel actors, an invisible pickup envelope, and same-tick lethal hazard spawns, causing weak prediction and poor failure attribution.
Evidence
[S]At a 796px canvas, the local-player radius is approximately0.49px; a normal gem is approximately0.36px; orbit stroke is approximately0.26px; spike stroke is approximately0.65px.[S]Pickup succeeds within ±0.16rad/±9.17°.[S]Visible player-plus-gem contact subtends only about0.177°: the logical pickup reach is roughly 52× the apparent edge-contact angle.[S]On a 1000px canvas, a pickup can resolve roughly 55px along the orbit before two approximately 1px-scale dots visually meet.[S]A spike is collision-active on its spawn tick, has no warning or arming state, and may spawn directly over the player.[O]Repeated playfield captures were almost entirely near-black; measured captures had 99.88% of playfield pixels below luminance 48/255.[O]The precise death contact was not visually recoverable in repeated failures.
Favored mechanism: [I] Cue visibility and causal feedback fail before the underlying hold/flip decision can become legible mastery.
Rival cause 1: [I] Cloud capture, gamma, compression, or canvas compositing exaggerated the darkness.
Rival cause 2: [I] The micro-scale aesthetic is intentional and normally compensated by audio or motion unavailable in this environment.
Counterevidence: [O] The title instructions are concise, input responds quickly, and high-combo particle bursts are readable. The game is not uniformly unclear.
Confidence: E4 for the geometry mismatch and spawn contract; E3 for the resulting target-player experience.
Disconfirming test: Capture matched raw-canvas and browser frames locally and in the cloud. Then ask uncoached target novices to identify the player, gem, hazard, pickup moment, and cause of each of their first three deaths. Consistent ≥80% prediction/attribution would falsify the favored diagnosis.
flowchart TD A["Promise: flip and snatch"] --> B["Read the orbit"] B -->|"Subpixel actors"| C["Choose hold or reverse"] C --> D["Flip or continue"] D -->|"Hidden pickup envelope"| E["Score or die"] E -->|"Instant failure overlay"| F["Explain the result"] F --> G["Master, retry, or stop"]
The first broken link is primarily Cue → Intention/Decision, followed by Feedback → Understanding.
7. Top five fun leaks
| Rank | Moment and evidence | Favored cause | Rivals and counterevidence | Consequence and falsification | Confidence |
|---|---|---|---|---|---|
| 1 | First orbit and pickup: [O][S] subpixel objects; logical pickup reach ≈52× visual-contact angle. | Visual presentation does not reveal the real interaction envelope. | Rivals: cloud capture artifact; intentional micro-aesthetic. Counter: combo particles remain readable. | Prediction becomes guesswork. Test matched raw frames plus blind pickup prediction. | E4 |
| 2 | First spike from 1.4s onward: [S] random, permanent, immediately lethal, no arming/grace/exclusion. | Hazard generation violates forecastability. | Rivals: desired reflex intensity; the larger problem may be the overlay hiding an otherwise readable contact. Counter: existing spikes are mechanically consistent after spawning. | Some deaths provide no available counterplay. Compare current versus visibly armed same-seed hazards. | E4 |
| 3 | Failure frame: [O][S] full-screen card replaces play immediately; no culprit marker or rewind. | Resolution is optimized for restart speed but not learning. | Rivals: geometry alone causes the attribution failure; rapid retries may make explanation unnecessary for the intended audience. Counter: Again is exceptionally fast. | Failure drives repetition without a new experiment. Measure cause identification and voluntary idea-driven retry. | E3 |
| 4 | Chat/input focus: [O] typing a, then Space left the field as a and restarted the dead game. [S] Window handler always prevents Space/ArrowUp without checking editable targets or inactive state. | Game input is globally captured outside its action surface. | Rivals: host should suspend pooled games; cloud focus behavior. Counter: non-space text remained functional. | Hidden play and broken chat create an immediate trust/accessibility failure. Type a b while menu, play, death, and pooled-inactive. | E5 |
| 5 | Post-opening mastery: [S] all three permanent spikes exist by approximately 5.2s; later escalation is mostly speed plus gem RNG. | Encounter grammar may stop generating new strategic structure too early. | Rivals: precision at higher speed may provide enough mastery; short average survival may make later variation irrelevant. Counter: no simple one-second flip rhythm dominated the small test. | Hundredth-loop durability may flatten. Requires deterministic RNG and expert repeated-run testing. | E2 |
8. Top three interventions
All three are proposed, not implemented or verified.
P1 — Render honest interaction geometry
- Smallest exact change: Prototype minimum solo radii of 5px for the local player and 4px for gems, 2px spike stroke, and 1px orbit stroke. Draw a restrained translucent orbit sector centered on the player matching the existing ±
0.16radpickup envelope. - Predicted mechanism: Cue and outcome visually agree without changing scoring, collision, timing, or difficulty.
- Predicted felt result: The player can anticipate “that gem will collect now” rather than seeing detached score changes.
- Preserves: Dark negative space, neon palette, forgiving pickup rule, one-button verb.
- Must not alter: Pickup threshold, spike geometry, speed, combo, spawn cadence.
- Trade-off/risk: Excessive scale could clutter 8-player multiplayer or remove the tiny-orb fantasy. Multiplayer should use a separately capped scale.
- Success signal: Uncoached players correctly predict ≥80% of pickup events after one run.
- Guardrail: No increase in logical pickup width; threat overlap remains readable.
- Disconfirming result: Objects become identifiable but pickup prediction and failure attribution do not improve.
- Revert rule: Feature-flag the scale/envelope; revert if clutter or expert timing precision regresses.
P1 — Establish a fair hazard and failure contract
- Smallest exact change: Add a visible, non-colliding
armingphase of approximately 600ms; forbid collision on the spawn tick. On death, hold or highlight the collision frame for 250–350ms before presenting the failure card. - Why 600ms:
[S]At normal speed, traversing a full spike width takes roughly 421ms co-rotating or 229ms counter-rotating. A 600ms warning exposes at least one meaningful response interval. - Predicted mechanism: Surprise becomes forecastable pressure; failure produces an actionable explanation.
- Preserves: Random angles, drifting hazards, full collision width, three-spike maximum, speed escalation.
- Must not alter: Existing spike lethality after arming.
- Trade-off/risk: Early survival may become easier; the reveal can slow the prized instant retry.
- Success signal: Zero spawn-tick deaths and ≥80% correct cause attribution by the third failure.
- Guardrail: Failure-to-next-run remains under 700ms when the player requests retry.
- Disconfirming result: Attribution remains poor or tension/retry desire materially falls.
- Revert rule: Tune warning between 500–600ms; revert the hold-frame independently of arming.
P0 — Contain keyboard input to the active game
- Smallest exact change: Consume Space/ArrowUp only when Orbit is active, its action surface owns focus, and the target is not an input, textarea, select, button, or contenteditable element. Ignore repeats. Do not call
preventDefault()for unconsumed events. Make the arena explicitly keyboard-focusable and semantically operable. - Predicted mechanism: Player intention maps to the correct system; chat and inactive pooled games no longer trigger hidden actions.
- Preserves: Immediate Space control while the arena is active and focused.
- Must not alter: Canvas clicking, touch input, multiplayer message format, reversal timing.
- Trade-off/risk: Poor focus management could make keyboard play appear broken.
- Success signal:
a btypes normally in chat; no menu/retry/flip occurs; active-arena Space remains responsive. - Guardrail: Mouse/touch parity and screen-reader traversal.
- Disconfirming result: Hidden actions persist through another host input route.
- Revert rule: Retain the legacy handler behind a temporary flag while host/game focus contracts are validated.
Explicit non-goals
Do not:
- Brighten the entire scene.
- Widen pickup or collision windows.
- Add currencies, XP, quests, streaks, unlock grind, or tutorial pages.
- Convert the one-button loop into conventional multi-action movement.
- Add content before the current causal grammar is readable.
- Continue beyond these three changes until acceptance and guardrails pass.
9. Decision buckets
| Bucket | Decision |
|---|---|
| Protect | Hold-versus-flip combo tension; dark neon identity; high-combo burst; instant Again; local best; absence of coercive meta systems. |
| Fix Now | Honest rendering; armed spikes; collision reveal; scoped keyboard input. Then repair dead-screen mute/Restart, persist a surpassed best immediately, and respect fullscreen safe areas. |
| Prototype Next | One-line contextual teaching: “Every flip breaks your chain.” Distinct rare-gem particles/audio. Later, recycle or transform hazards after the third spike to create new decisions. |
| Measure First | Raw local versus cloud rendering; first-three-failure attribution; touch/mobile; audio latency/fatigue; screen-reader focus; multiplayer server parity; long-session mastery; loading variance. |
| Simplify or Remove | Global window capture; unreachable audio branches; empty leaderboard presentation until submission works; inactive-game animation/input work. |
| Do Not Add | Meta progression, currency clutter, FOMO, reward inflation, long onboarding, or unrelated modes. |
10. Loop map, waveform, scorecard, and coupling matrix
Nested loop map
| Horizon | Cue/goal | Choice/action | Feedback/consequence | Learning/closure | First weakness |
|---|---|---|---|---|---|
| Input | See direction and target. | Click/Space to reverse. | Direction flips; combo becomes 0. | Reposition. | Global keyboard scope. |
| Verb | Approach gem or hazard. | Hold course or reverse. | Pickup or collision. | Learn timing. | Visible geometry contradicts logical pickup. |
| Decision | Preserve multiplier versus survive/reposition. | Accept greed or sacrifice chain. | Up to ×8 score versus safety. | Discover risk appetite. | Combo-reset rule is weakly taught. |
| Encounter | Gems at 0.5s then 1.2s; spikes at 1.4s then 1.9s. | Chain pickups among up to three hazards. | Speed increases; first collision ends solo. | Optimize route and timing. | Same-tick random hazard; later variation may flatten. |
| Session | Start, chase score, die, Again. | Continue or stop. | Local best persists after death. | Compare runs. | No pause/natural ending; mid-run best can be lost. |
| Meta | Local best and public board shell. | Improve personal score. | Two public boards currently contain no records. | Re-enter voluntarily. | Solo submission path is absent from the inspected client. |
| Lifecycle | Minimalist mastery. | Return for self-improvement. | No absence punishment. | Free return. | Hundredth-loop and one-week return untested. |
The public score leaderboard and wins leaderboard were empty during inspection.
Experience waveform
Values are structural auditor estimates, not target-player feelings. F is avoidable friction, so higher is worse.
| Stage | E* | A | C | T | M | F | R | Reading |
|---|---|---|---|---|---|---|---|---|
| Title | 2 | 2 | 4 | 1 | 1 | 1 | 4 | Clear compact promise. |
| First orbit | 2 | 2 | 1 | 2 | 1 | 3 | 2 | Action available; decisive objects difficult to parse. |
| Combo burst | 3 | 3 | 2 | 4 | 2 | 2 | Score multiplier and particles briefly make consequence vivid. | |
| Spike/death | 1 | 1 | 1 | 4 | 0 | 4 | 1 | Tension peaks, but causality collapses. |
| Failure card | 2 | 3 | 3 | 0 | 1 | 1 | 3 | Outcome and retry are clear; cause is not. |
| Retry | 3 | 4 | 4 | 1 | 1 | 0 | 4 | Excellent recovery speed restores agency. |
Provisional scorecard
| Relevant lens | Score / 5 | Confidence | Basis |
|---|---|---|---|
| Fantasy–verb alignment | 3.5 | E3 | The orbital reverse verb serves the advertised fantasy. |
| Core decisions/agency | 3.0 | E3 | Real greed-versus-safety trade-off; limited action vocabulary. |
| Controls/action integrity | 2.0 | E4 | Responsive action, but global input leakage is source- and interaction-proven. |
| Readability/causality | 1.0 | E4 | Subpixel actors and hidden interaction envelope. |
| Challenge/fairness | 1.5 | E4 | Same-tick random lethal spawn has no counterplay. |
| Failure/recovery | 2.5 | E3 | Excellent retry, weak attribution. |
| Mastery/variation | 2.0 | E2 | Genuine combo skill; later encounter grammar uncertain. |
| Pacing | 3.0 | E2 | Very compressed opening; no relief or natural solo closure. |
| Rewards/trust/time respect | 3.5 | E3 | Clean score chase and no dark patterns; mid-run persistence gap. |
| Audiovisual coherence | 2.0 | E2 | Strong palette concept; visual scale fails. Actual audio is [U]. |
| Accessibility | 1.0 | E3 | Raster/color dependence, global keyboard capture, weak semantics. |
| Reliability/performance | 2.5 | E3 | No game-origin console errors observed; RNG/frame-time and state bugs source-proven. |
| Social/multiplayer | [U] | E0 | Could not enter a match. |
Critical floor: 1.0/5 — Readability/causality and accessibility. An aggregate score would conceal that bottleneck, so none is reported.
Cross-system matrix
| Coupling | Tag | Result |
|---|---|---|
| Flip × combo | ↔ | Reversal trades survival/position for multiplier loss: healthy counterbalance. |
| Combo × speed escalation | ++ | Successful chaining increases both score and pressure. |
| Dark aesthetic × subpixel scale | – | Atmosphere cannibalizes actionable readability. |
| Forgiving pickup × invisible envelope | – | Accessibility in the rules becomes distrust in presentation. |
| Fast retry × hidden death cause | M/– | Recovery speed masks the absence of learning. |
| Random spikes × mastery | – | Same-tick hazards undermine skill-responsive failure. |
| Local best × closure | ++ | Simple recognition supports voluntary replay. |
| Global game input × chat | – | One system consumes the other’s intended action. |
| Rare gem types × generic feedback | M | Score differences exist, but audiovisual identity does not fully communicate them. |
| No meta economy × free return | ++ | Returning is based on score desire, not obligation. |
| Coercive engagement | — | [S] No ⚠ retention system found. |
11. Improvement atlas
“Evidence-backed” means the problem is observed or source-proven; the predicted fun improvement remains a hypothesis until target-player testing.
| Lens | Evidence-backed action | Later hypothesis |
|---|---|---|
| Onboarding | Explain the existing combo-reset rule at the moment Space is first introduced. | No tutorial page; test whether one sentence is sufficient. |
| Controls | Scope keys, add a focusable arena, expose a descriptive mute label, repair dock Restart routing. | Determine whether keyboard focus should follow canvas click automatically. |
| Readability | Show true pickup reach; enlarge decisive actors/strokes; add a direction indicator and non-color rare-gem shapes. | Offer a restrained high-contrast mode without changing the base atmosphere. |
| Fairness/RNG | Arm spikes and prohibit spawn-tick collision. | Replace frame-timestamp RNG with deterministic event-index RNG for same-seed mastery testing. |
| Failure/recovery | Briefly preserve the collision frame and identify the responsible spike. | Test whether a queued instant retry can coexist with a 250ms explanation frame. |
| Mastery | Keep flip-reset tension and unchanged logical windows. | After the core is readable, test hazard decay, transformation, or relocation beyond 5.2s. |
| Audiovisual | Pass actual gem kind into pickup sound; use gem-kind particles/text. | Test sound fatigue, latency, and mute/hearing-access parity. |
| Accessibility | Stop color-only/raster-only state communication; extend reduced motion to particles; use 44px controls. | Screen-reader score announcements may need an opt-in cadence to avoid noise. |
| Persistence | Save a newly surpassed best when earned, not only after death; label it explicitly as local. | Add “NEW BEST” recognition without reward inflation. |
| Leaderboards | Connect verified submissions or hide the empty presentation. | Multiplayer rankings require server and integrity inspection first. |
| Reliability | Resolve stale-state multi-gem awards; guard storage; stop inactive pooled loops/input; cap DPR. | Use a fixed-step accumulator so low frame rate does not slow the game clock. |
| Localization | [O] Game remained English under de-DE. | Localize only after audience demand is known. |
| Social | None responsibly recommended. | Match pacing, tie rules, latency, griefing, and server authority are all [U]. |
12. Implementation ledger
| State | Result |
|---|---|
| Files/systems changed | None. |
| Proposed | Three cohesive changes: honest geometry, armed hazards/collision reveal, scoped input. |
| Implemented | No. |
| Build-tested | No. The deployed bundle passed syntax checking only. |
| Interaction-tested | Existing production build only. Proposed changes were not interaction-tested. |
| Verified | No improvement claim verified. |
| Deployed | No. |
| Deliberate non-changes | No architecture churn, balance changes, new content, progression, rewards, currencies, tutorial system, or deployment action. |
| Rollback | Not applicable because no modifications occurred. |
Exact access gap: a verified editable repository/commit matching the deployed bundle, its build/test commands, deployment identity, authorization, and rollback path.
13. Verification ledger
| Pass | Status and receipt |
|---|---|
| Blind first 30 seconds | [O] Completed before source inspection. Clear title promise; first death cause unclear. |
| Mental-model reconstruction | [O][S] Completed. Hold/flip, combo reset, scoring, spawns, speed, collision, persistence reconstructed. |
| Competent/expert optimization | Partial. Multiple controlled runs; no target expert or deterministic same-seed pass. |
| Three failures | [O] Repeated substantially more than three times. Retry was fast; precise cause was not recoverable from the failure presentation. |
| Dominant-action search | [O] No-input versus fixed one-second cadence tested. Fixed cadence did not dominate in the small sample. |
| Reward removal/auto-complete | Conceptual only. No extrinsic meta reward exists; score feedback could not be disabled. |
| Short-session/Stop-Now | [O][S] Completed. Death offers clean stopping; mid-run quit loses run state and can lose an uncommitted best. |
| Long/hundredth repetition | [U] Not completed. |
| Re-entry/persistence | [O] Best persisted across reload; run and mute did not. One-week absence [U]. |
| Mouse/keyboard | [O] Tested. Click and Space work; invalid A ignored; chat Space bug reproduced. |
| Touch/mobile | [U] |
| Mute/audio | [O] Icon toggled during active play but was practically inaccessible beneath title/death overlays. Actual audio output [U]. |
| Resize/fullscreen | [O] Immersive mode clipped the upper score in one environment, confidence E1. Broader responsive matrix [U]. |
| Reduced motion | [S] Disables shake but not particles. Live behavior [U]. |
| Refresh/save/reset | [O] Reload and direct Again/Space exercised. Failure-screen dock Restart was a no-op; active-state behavior was conflicting and remains [U]. |
| Weak performance | [S] Delta cap without an accumulator slows game time below 20fps. No controlled throttling pass. |
| Runtime errors | [O] No funday.gg-origin warnings/errors captured; extension-origin errors were excluded. |
| Multiplayer | [U] No match available and chat connection failed. |
| Source identity | [S] Strong deployed route/registry/bundle chain; editable-source identity [U]. |
No before/after comparison exists because nothing was changed.
14. Final handoff
| Claim state | Status |
|---|---|
| Live build observed | Yes |
| Existing build interaction-tested | Yes, within the stated environment |
| Deployed system inspected | Yes |
| Root-cause interventions proposed | Yes |
| Changes implemented | No |
| Changes build-tested | No |
| Changes interaction-tested | No |
| Predicted mechanism verified | No |
| Target-player fun improved | Not claimed |
| Deployed | No |
Next three actions
- Obtain the editable repository and establish its exact identity with the frozen bundle, including build, test, deployment, rollback, and multiplayer-server paths.
- Implement only the three flagged changes as reversible toggles: honest geometry, 600ms spike arming with collision reveal, and active-surface input containment.
- Re-run the exact baseline locally and remotely, then conduct a counterbalanced first-three-failures test with target novices and competent score-chasers.
One discriminating next experiment
Run the current build under matched viewport, DPR, event schedule, and raw-canvas capture both locally and in the cloud.
- If only the cloud capture is unreadable, reject the visual diagnosis and fix the audit environment.
- If both captures reproduce the tiny/false geometry, compare current versus honest-geometry prototype.
- Primary signal: correct pickup and failure-cause prediction.
- Guardrails: unchanged logical windows, one-button identity, dark atmosphere, no increased input latency.
- Keep rule: ≥80% cause attribution by the third failure without weakening expert tension.
- Revert rule: readability improves but prediction, learning, or retry quality does not.
Final self-red-team
- Weakest headline claim:
[I]That source-proven tiny geometry necessarily harms the intended audience. No target-player evidence exists. - What would falsify the primary diagnosis: Matched local raw frames are readable and uncoached target players consistently predict pickups and explain their first three deaths.
- Symptom versus cause: Brightening everything or widening hitboxes would treat symptoms and erase identity. The proposed slice exposes existing rules instead.
- Fashionable scope check: No genre conversion, meta progression, content expansion, roguelite layer, currencies, quests, or retention machinery was introduced.
- Authority check: No implementation, build, verification, player-response, or deployment claim exceeds available access.
- Reproducibility: Build URLs, hashes, environment, run samples, rule constants, and falsification tests are recorded.
- Still inaccessible: Audio experience, touch/mobile, representative players, telemetry, multiplayer/server rules, long-session durability, one-week return, screen-reader behavior, editable source, tests, rollback, and deployment.
Protect what sings: the one-button combo sacrifice and instant replay.
Fix the first broken link: make the orbit’s real decision geometry visible and its hazards forecastable.
Claim only what the evidence carries: the proposed mechanism is strong; improved player fun remains unverified.
2.0.1 Release Follow-up
| Proposed intervention | Implemented source delta | Local proof | Production proof | Player-validated? |
|---|---|---|---|---|
| Render honest interaction geometry | [S] Computed CSS-pixel boundaries | [O] Local browser rendering proofs | [O] Production 2.0.1 rollout | [I] Pending |
| Add a 600 ms capability-gated arming delay | [S] Shared protocol and engine update | [O] Playwright contract verification | [O] C2 Nakama /healthcheck | [I] Pending |
| Snapshot a readable 300 ms frozen culprit frame | [S] beginDeathReveal snapshot logic | [O] death-reveal static fixture | [O] Production 2.0.1 rollout | [I] Pending |
| Fix mute corruption and isolate active scope | [S] setAudioEnabled Master Gain and active prop | [O] Mute retains focus in Playwright | [O] Production 2.0.1 rollout | [I] Pending |