Date: 2026-05-28 Auditor: Cursor agent using fun-audit Evidence: Browser playtest, code/design read, route pre-flight, unit test smoke
Scorecard
🎮 Orbit Snatch — Fun ScorecardIntent: Hard Fun + Sensory Fun | Session: 30-90s | Mode: Solo + MPFUN STACK 3.0/5 (L1-L8: 4,5,3,2,2,3,2,3)CORE LOOP 3 PASS / 2 WEAK / 1 BROKENFUN TYPES Hard: 2/5 ⚠️ | Sensory: 3/5 ⚠️ | Social: ?/5TOP KILLERS 1. Failure does not teach 2. Combo/payoff is underexposed 3. Agency is opaquePEAK MOMENT No-input novice run reached Score 17 and set Best 17DEAD MOMENT Active flip runs died at Score 1 with only "Orbit Broken"NEXT → fun-plan: fair-failure telegraph + death recap + combo/payoff clarity
Phase 0 — Fun Intent
Field
Value
Primary fun type
Hard Fun
Secondary fun type
Sensory Fun
Tertiary / MP target
Social Fun, unscored due no full multiplayer run in this audit
Emotional promise
”One-button mastery panic: flip at the perfect moment, snatch gems, dodge spikes, and chase one more best.”
Session shape
30-90s arcade burst
Mode
Solo practice observed; multiplayer shell/lobby visible but no second-player match observed
Anti-goals
No grind, no unfair deaths, no confusion, no griefing/toxic MP incentives
Phase 1 — Evidence Summary
Run / source
Persona
Notes
Pre-flight
Platform
funday-frontend.service active; /play/orbit-snatch returned HTTP 200. Hydration produced menu, canvas, HUD, dock, drawer.
Browser load
Novice first 10s
Initial screenshot showed the Funday shell before hydration; after ~4.5s body text included menu, “Solo Practice”, “Tap · Space · Click to flip”, canvas 722x722.
Run 1
Novice / no strategy
Clicked Solo Practice, no active input for ~10s. Run ended with Orbit Broken, Score 17, Best 17. Shows game can generate score and replay state without player mastery.
Run 2
Greedy / rapid flips
Fresh tab, clicked Solo Practice, rapid canvas clicks every ~250ms. Run ended quickly with Orbit Broken, Score 1, Best 17.
Run 3
Competent rhythm attempt
Fresh tab, clicked Solo Practice, spaced flips around 1.4-2.8s cadence. Run ended quickly with Orbit Broken, Score 1, Best 17.
Screenshot
Failure state
Captured orbit-snatch-fun-audit-end.png: overlay says Orbit Broken, Score 1 · Best 17, Again; drawer shows No open matches.
games/orbit-snatch/index: 11/11 unit tests passed.
Phase 2 — Fun Stack
Level
Score
Evidence
1 Usability
4
Route returns 200, frontend service active, menu/canvas/HUD appear, Solo Practice starts. Minor friction: first navigation screenshot showed a blank play shell before hydration completed.
2 Clarity
5
Menu clearly states “Flip direction. Snatch gems. Chain combos. Dodge spikes.” Controls are visible: “Tap · Space · Click to flip” and “TAP TO FLIP”.
3 Responsiveness
3
Canvas clicks trigger game outcomes, score updates, and death state. However flip feedback itself is subtle in text/DOM evidence; no visible “direction changed” cue or death cause is shown.
4 Competence
2
Observed active play attempts both died at Score 1, while no-input play reached Score 17. Failure screen does not teach why death happened or what to adjust.
5 Agency
2
The only clear solo choice is when to flip, but observed evidence makes the strategic value opaque: doing nothing outperformed active flipping.
6 Emotion
3
Orbit Broken, score, best score, and Again create a light tension/retry loop. No strong peak payoff was visible in observed active runs.
7 Meaning
2
Best score gives minimal persistence/status, but no memorable identity, story, or social result was observed.
8 Memory
3
Again + Best 17 supports “one more try”; replay intent is weakened because failure gives little learning and active strategy felt punished.
Average: 3.0/5
Pass bar result: FAIL for shipping feel work. Average is below 3.5, and intent-critical Competence/Agency are at 2.
Phase 3 — Core Loop
Link
Status
Evidence
Goal
PASS
Menu and manifest communicate collect gems, chain combos, dodge spikes.
Action
PASS
One action is clear: tap/space/click to flip direction.
Feedback
WEAK
Score/death feedback exists, but flip direction, hazard threat, combo state, and cause of death are under-communicated in observed runs.
Learning
BROKEN
Failure screen says Orbit Broken but not what hit the player, where the hazard was, or why a different flip timing would help.
Reward
WEAK
Score/Best works; combo payoff was not visible in the failed active runs and no-input score gain weakens the sense of earned mastery.
New Choice
PASS
Again and Best create a retry loop.
Phase 4 — Fun Type Coverage
Type
Target
Actual
Gap
Hypothesis
Hard Fun
Fair challenge + learnable failure
2/5
Death is fast and under-explained; active attempts did not create visible improvement.
Add hazard telegraph/death recap and first-run teaching so each death explains the next better move.