User dev-server walkthrough surfaced 4 functional UX gaps beneath the verifier's
24/24 structural PASS:
G1 (blocking) — no global page CSS → white halo around #1a1a1a canvas
G2 (blocking) — no first-run prompt after Begin → player confused
(A Dark Room rule needs the canonical first-prompt)
G3 (high) — tile outlines too dim → grid reads as 'gray check block'
G4 (medium) — gate visual at canvas (880, 384) reads as stray rectangle
Phase 3 watercolor deferral preserved — every fix uses Phaser primitives or
one CSS file, not painted assets. STATE.md → status: gaps_found.
Next: /gsd-plan-phase 2 --gaps
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Decision-coverage gate found three CONTEXT.md decisions structurally
implemented but not literally cited by their D-NN tags. Added one-line
must_haves entries citing each:
- D-12 (Lura as discrete gate visits, 3 beats this Season) → 02-04
- D-16 (all Lura dialogue authored in Ink, runtime via inkjs) → 02-04
- D-32 (Zustand 5 store as the Phaser↔React bridge; sim never imports
store, CORE-10 enforced) → 02-01
STATE.md flipped from in_progress (context gathered) to ready_to_execute
with the planning summary in stopped_at.
All 24 REQ-IDs + 34 D-XX decisions now covered.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 2 discuss-phase complete; STATE.md now reflects context-gathered
status, updated stopped_at narrative, and next-action pointer to
/gsd-plan-phase 2.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- 01-07-ci-workflow-SUMMARY.md: structural enforcement map, Phase 2/8 handoff notes, threat T-01-08 mitigation confirmed
- 01-VALIDATION.md: per-task table populated (12/13 green, 01-05-T2 partial — checkpoint:human-verify awaiting north-star image curation); status flipped to executed
- ROADMAP.md: progress table marks Phase 1 as 7/7 with 01-05 partial annotation
- STATE.md: position advanced to Plan 7 of 7 complete; performance trend; Plan 01-05 Task 2 explicitly tracked as the only outstanding deliverable; next action = human curation pass then /gsd-verify-work
- REQUIREMENTS.md: PIPE-06 marked complete (CI workflow runs Vitest on every push/PR)
Wave 1 of Phase 1 complete. Phaser 4 + React 19 + Vite 8 + TypeScript 6
scaffold builds (npm run build green); 15 Phase-1 deps installed at
locked versions; 7 architectural-firewall directories ready under src/;
repo-root /content/ + /assets/ trees ready; Vitest (happy-dom) +
Playwright wired with passing sentinel; package.json scripts
pre-declared for the entire Phase 1 plan-set so Wave 2 can run in
parallel without colliding on package.json.
3 deviations auto-fixed (1 blocking, 2 missing-critical):
1. Built scaffold by hand because @phaserjs/create-game v1.3.2 is
interactive-only — plan's documented fallback path was used.
2. build script wraps tsc -b before vite build so strict-TS gates
every build (CLAUDE.md Code Style invariant).
3. Added *.tsbuildinfo to .gitignore (TS 6 incremental cache files).
Wave 2 readiness: Plan 02 must use ESLint 9 flat-config format
(eslint.config.js); legacy .eslintrc.* not supported. fake-indexeddb
pre-installed for Plan 03 IDB tests. inkjs + inklecate installed but
no .ink files compiled (Phase 2 PIPE-02 owns that).
User locked four implementation decisions:
- AI asset pipeline: minimum-viable schema + sidecar provenance + CI gate;
vendor/model deferred to Phase 5; 10–20 hand-curated AI generations as
Phase 1 north-stars
- Save v1: minimal payload (Phase 2 fields only); synthetic v0→v1 migration
proves the chain works; first real migration ships in Phase 4
- Doctrine docs: anti-FOMO consolidation + Season 7 principle-level rest-state
contract; both in .planning/; no CI/lint enforcement
- Phase 1 scaffold caps at the 5 success criteria — BigQty, Zustand store, and
tick scheduler defer to Phase 2
Pushback recorded: user prefers minimum-viable infrastructure for support
systems; no ceremonial workflows.