Files
TheLastGarden/.planning/phases/02-season-1-vertical-slice-soil/02-VERIFICATION.md
T
josh 8e4609ae20
ci / lint + test + validate-assets + build (push) Failing after 4m54s
docs(02): close phase 2 — gap closure verified, 24/24 + 4/4 PASS
Plan 02-06 (UAT gap closure) executed cleanly via /gsd-execute-phase 2:
6 atomic commits (5 task + 1 SUMMARY), 333/333 vitest green
(was 312, +21 cases), npm run ci exit 0, Playwright e2e exit 0.

Hint copy chosen: "Begin where the soil is bare." (plan's #1 ranked
candidate, bible voice).

gsd-verifier re-verification confirms:
- 24/24 Phase-2 REQ-IDs structurally PASS (no regressions)
- 4/4 UAT gaps closed (G1 white halo, G2 first-run prompt,
  G3 tile contrast, G4 gate wall context)
- All scope constraints honored: zero painted assets, zero new npm
  deps, V1Payload unchanged, sim purity preserved
- Banner concerns #5/#7/#6/#9/#10 still defended

VERIFICATION.md frontmatter status flipped gaps_found → verified.
ROADMAP Phase 2 marked complete (6/6 plans, completed 2026-05-09).
STATE.md updated with phase-2 completion narrative.

7 HUMAN-UAT.md tone items remain pending (Lura voice, letter cadence,
Begin tonal feel, ≥5min absence flow, gate visual indicator overlay,
plus the new chosen first_run_hint copy review).

Phase 2 vertical slice now plausibly ships as a free standalone
Season-1 prologue — banner concern #2 (7-Season scope risk) escape
hatch realized.

Next: /gsd-discuss-phase 3 (Watercolor & Cello Aesthetic — GARD-10,
AEST-01..06, UX-05).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 12:37:17 -04:00

57 KiB
Raw Blame History

phase, verified, verifier_run_at, uat_run_at, re_verifier_run_at, status, score, overrides_applied, re_verification, re_verification_meta, gaps_closed, per_req, human_verification
phase verified verifier_run_at uat_run_at re_verifier_run_at status score overrides_applied re_verification re_verification_meta gaps_closed per_req human_verification
02-season-1-vertical-slice-soil 2026-05-09T17:35:00Z 2026-05-09T11:24:00Z 2026-05-09T15:50:00Z 2026-05-09T17:35:00Z verified 24/24 REQ-IDs structurally PASS + 4/4 UX gaps closed (G1, G2, G3, G4); 6 HUMAN-UAT tone items remain pending 0 true
previous_status previous_score gaps_closed gaps_remaining regressions closing_plan
gaps_found 24/24 REQ-IDs structurally PASS; 4 UX gaps open
G1 — white halo around dark canvas (BLOCKING)
G2 — no first-run prompt after Begin (BLOCKING)
G3 — tile outlines too dim (HIGH)
G4 — gate visual stands alone with no surrounding context (MEDIUM)
02-06-uat-gap-closure
id severity title closed_by evidence
G1 blocking No global page CSS — white halo around dark canvas 02-06-uat-gap-closure (commit f52de0b) src/index.css carries the 6 load-bearing rules (body bg #1a1a1a, color #e8e0d0, margin 0, min-height 100vh, font-family serif, #game-container flex centering); src/main.tsx:4 imports it; Playwright assertion at season1-loop.spec.ts:75-78 confirms `getComputedStyle(document.body).backgroundColor === 'rgb(26, 26, 26)'` from frame one in real Chromium; 6 file-read smoke tests in src/index.css.test.ts pin the rules.
id severity title closed_by evidence
G2 blocking No first-run prompt after Begin — player has no idea what to do 02-06-uat-gap-closure (commit c46fc75) src/ui/first-run/FirstRunHint.tsx mounted in App.tsx:56 between BeginScreen and SeedPicker; copy externalized in content/seasons/01-soil/ui-strings.yaml:21 as `first_run_hint: "Begin where the soil is bare."`; src/content/schemas/ui-strings.ts:38 extends UiStringsSchema with `first_run_hint: z.string().min(1)` (defeats Zod strip mode); src/store/session-slice.ts:44+51+68 carries firstRunHintDismissed flag + dismissFirstRunHint action; auto-dismisses on first plant !== null transition via tiles-slice subscription; grep confirms zero candidate strings hardcoded in FirstRunHint.tsx; firstRunHintDismissed does NOT appear in src/save/migrations.ts (session-state only — V1Payload uncontaminated, no migrations[2]); 6 behavioral tests in FirstRunHint.test.tsx; Playwright assertions B+C at season1-loop.spec.ts:91+133 confirm the live-loop visibility/dismissal flow.
id severity title closed_by evidence
G3 high Tile outlines too dim — 4×4 grid reads as 'gray check block' 02-06-uat-gap-closure (commit ab48c7e) src/render/garden/tile-renderer.ts:14 OUTLINE_COLOR=0x5a5a60 (was 0x4d4d52); :15 OUTLINE_HOVER=0x7a7a82 (was 0x6e6e75); :17 HOVER_FILL_ALPHA=0.06 added; pointerover handler swaps outline + bumps hit rectangle's fill alpha; pointerout reverses; constants exported for testability; 5 phaser-mocked tests in tile-renderer.test.ts pin constants and pointerover behavior. NO new sprites, NO painted assets — Phase 3 watercolor deferral preserved.
id severity title closed_by evidence
G4 medium Gate visual stands alone with no surrounding context 02-06-uat-gap-closure (commit 88adc4f) src/render/garden/gate-renderer.ts:34-38 exports WALL_BAND_X=880 (matches GATE_X) + WALL_BAND_HEIGHT=768 (full canvas height) + WALL_BAND_ALPHA=0.18 (mid of 0.15-0.20 fix_shape range) + WALL_BAND_COLOR=0x6e6e75 + WALL_BAND_WIDTH=44; drawGate adds the wall as the FIRST rectangle (z-order: behind body / glow / hit) so the gate body remains the focal element; GateGameObjects interface gains a `wall` field (additive — Garden.ts unchanged); 4 phaser-mocked tests in gate-renderer.test.ts pin the alpha range, the first-rectangle geometry, the 4-rectangle total, and the GateGameObjects exposure. NO painted asset — Phaser primitive only — Phase 3 watercolor deferral preserved.
CORE-02 CORE-03 CORE-11 GARD-01 GARD-02 GARD-03 GARD-04 MEMR-01 MEMR-02 MEMR-03 MEMR-04 MEMR-05 MEMR-06 STRY-01 STRY-06 STRY-07 STRY-10 AEST-07 UX-01 UX-02 UX-10 UX-11 PIPE-02 PIPE-07
PASS PASS PASS PASS PASS PASS PASS PASS PASS PASS PASS PASS PASS PASS (structural; tone needs human read) PASS PASS (vacuous — Phase 2 ships zero Keeper-spoken lines) PASS PASS PASS PASS (structural; letter tone needs human read) PASS PASS PASS (structural; chunkContentMatch=true; chunkNameMatch deferred to Phase 4+ when consumers move to lazy-only) PASS
test expected why_human
Read the three Lura .ink files in voice Lura reads as warmth-anchor / contrast / not co-griever; specific + intermittent + sometimes funny; the farewell carries 'The garden persists.' as the load-bearing turn Tone quality is inherently subjective; the bible voice cannot be programmatically scored. The author already noted in 02-04 SUMMARY that 'user reviews the .ink files at next merge.' This is that review.
test expected why_human
Read the letter-from-the-garden.ink in voice Letter is contemplative, anti-FOMO compliant, never 'you missed X come back tomorrow', honors D-11 (24h cap silent in voice — no numeric '28h' copy), reads like short fiction not stat dump UX-02 explicitly forbids stat-dump framing; tonal compliance is a human judgment. Code structurally enforces slot-based composition but the words themselves need eyes.
test expected why_human
Run npm run dev and exercise the loop manually Begin screen appears with no clutter → click Begin → AudioContext bootstraps → garden visible → click empty tile → SeedPicker popover appears → choose rosemary → wait ~2min for growth → click ready plant → fragment reveal modal → close → journal-icon appears → click → modal lists fragment → reload → fragment persists. Compose ~9 harvests to fire all 3 Lura beats in sequence and confirm cadence + visual gate indicator + DOM-rendered selectable text. Visual layout, ready-pulse cadence, gate alpha-pulse, dialogue drip cadence (1500ms base + 20ms/char), and overall feel are not testable without live eyes. Plan SUMMARYs explicitly state 'Manual smoke test: not performed in this execution session.'
test expected why_human
Verify the Begin screen feels A-Dark-Room-clean First-load shows ONLY 'The Last Garden' / 'tend' / Begin button — no HUD, no settings icon visible behind, no journal, no seed picker. After clicking Begin, garden tiles fade in. Returning-player path (D-22) skips Begin entirely. AEST-07 + UX-01 are about visual restraint; the typographic placeholder gets a human pass on whether it lands tonally.
test expected why_human
Verify offline catchup → letter overlay flow on a returning save Plant a seed, close tab, return after ≥5 minutes (or simulate via clock manipulation in dev), letter overlay appears with composed Ink text reflecting plants_bloomed / fragment_titles / lura_was_here slots; a single tap dismisses to live garden; audio bootstraps on dismiss (Pitfall 9). The Playwright e2e exercises the <5min path (no letter); the ≥5min letter path is structurally tested (Letter.test.tsx + buildLetterSlots.test.ts) but the user-facing flow needs eyes.
test expected why_human
Confirm the gate visual indicator + LuraDialogue overlay flow After 1st harvest, soft alpha-pulse appears on the gate at canvas (880, 384); click → React DOM dialogue overlay opens; lines drip with text-message cadence; close → resolvePendingLuraBeat marks visited; second click on gate (no pending) is a soft no-op. Phaser canvas rendering and pulse cadence are not unit-tested (Phaser scenes need a real canvas; covered by Plan 02-05 e2e but only structurally for plant rendering, not gate).
test expected why_human
Read the chosen first_run_hint copy in context — 'Begin where the soil is bare.' Copy lands in bible voice — warm, specific, contemplative, intermittent (one beat, no follow-on); echoes the BeginScreen CTA without redundancy; not a nag, not a tutorial, not a FOMO surface; player feels guided not instructed. The plan's #1 ranked candidate; if tone-review surfaces it as too elliptical, fallback to candidate #2 ('The soil is waiting.') or #3 ('Click a tile to plant.'). Tonal compliance of player-visible copy is inherently subjective; the line is now structurally externalized + visible after Begin. Banner concern #9 (tonal failure) requires the user's eyes on the words themselves.

Phase 2: Season 1 Vertical Slice (Soil) — Verification Report

Phase Goal: Player can launch the game, plant a seed, watch it grow, harvest a memory fragment authored in real Season 1 content, meet Lura at the gate, leave the tab for hours, and return to a letter-from-the-garden describing what bloomed — the entire core loop and content pipeline proven on Season 1 with no aesthetic polish required.

Verified: 2026-05-09T11:24:00Z (automated) → 2026-05-09T15:50:00Z (live UAT update) → 2026-05-09T17:35:00Z (re-verification after Plan 02-06 gap closure) Status: VERIFIED — all 24 REQ-IDs structurally PASS, all 4 first-impression UX gaps now closed by Plan 02-06 (commits f52de0b, c46fc75, ab48c7e, 88adc4f, 47b5b8d). 6 HUMAN-UAT tone items remain pending below the now-cleared structural surfaces. Re-verification: Yes — initial verification at 11:24:00Z found 0 structural gaps; live UAT at 15:50:00Z surfaced 4 first-impression UX gaps; Plan 02-06 closed all 4 in ~30 min; this re-verification at 17:35:00Z confirms closure with no regressions. Overall verdict: PHASE STRUCTURALLY COMPLETE AND SHIPPABLE — code passes every automated gate (333/333 vitest + Playwright e2e + lint + build + asset provenance + bundle-split), the four first-impression UX gaps are closed at the file-evidence level, no Phase-2 banner concerns regressed, no painted assets added (Phase 3 deferral preserved), no V1Payload contamination, no new npm dependencies, no edits in src/sim/**. Tonal sign-off on Lura's voice + letter cadence + Begin tone + first_run_hint copy remains the user's call at next merge.


Gaps Found in Live UAT (2026-05-09T15:50:00Z) — NOW CLOSED

The 5 plans + automated verifier all passed; human live-loop walkthrough on a fresh dev server surfaced first-impression UX gaps NOT visible in the test suite. See frontmatter gaps_closed: for the structured list. Summary:

Gap Severity What user saw Fix shape (one-line) Status (2026-05-09T17:35:00Z)
G1 blocking Dark canvas floats in a sea of white = visually broken on every page load Add src/index.css with body bg #1a1a1a, import in main.tsx CLOSED (commit f52de0b)
G2 blocking After dismissing Begin, no instruction visible — player confused Add FirstRunHint overlay with one bible-voice line, auto-dismiss on first plant CLOSED (commit c46fc75)
G3 high 4×4 grid reads as "gray check block" — outlines too dim against canvas Brighten empty-tile outline + hover state contrast in tile-renderer.ts CLOSED (commit ab48c7e)
G4 medium Gate visual at canvas (880, 384) reads as stray gray rectangle Add faint vertical wall primitive in gate-renderer.ts for Phase-2 context CLOSED (commit 88adc4f)

Why the automated verifier missed all 4: the 312 vitest cases pin behavioral correctness (state transitions, schema, determinism, save round-trip); the Playwright e2e drives the loop programmatically (it doesn't look at the screen). First-impression "what does a new player see?" is a category the test suite cannot cover. The HUMAN-UAT.md tone items capture the next layer (Lura's voice, letter cadence) — the gaps above were a layer beneath those, structurally simpler but visually load-bearing.

Phase 3 deferral preserved: the watercolor + cello + painted plants the bible describes remain Phase 3 scope. Every fix uses Phaser primitives or a single CSS file, no painted assets.



Verification Gates (Actual Runs at 11:18-11:23)

Gate Command Result
Tests npm test 39 test files, 312/312 tests passed (5.54s)
Lint npm run lint Exit 0 (2 informational boundaries-plugin deprecation notices about a v5→v6 rename — not lint warnings; informational stderr only)
Build npm run build Exit 0; entry chunk 1.9MB; 5 lazy code-split Ink chunks (lura-arrival, lura-mid, lura-farewell, compost-acknowledgements, letter-from-the-garden)
Bundle split npm run check:bundle-split Exit 0; PIPE-02 OK — chunkNameMatch=false, chunkContentMatch=true (eager-corpus mode for Phase 2; Phase 4+ moves consumers to lazy-only)
Asset provenance node scripts/validate-assets.mjs Exit 0; [provenance] all 2 assets carry valid provenance.
Compiled Ink ls src/content/compiled-ink/season1/ 5 .ink.json files (4 Lura beats + 1 letter; matches /content/dialogue/season1/)
Playwright e2e npx playwright test tests/e2e/season1-loop.spec.ts Exit 0; 1 passed in 4.0s (test runtime 1.6s)

All automated gates green.


Goal Achievement

Observable Truths (mapped to ROADMAP Success Criteria)

# Truth Status Evidence
SC1 Begin gate honored from frame one — single hand-painted "Tend the garden / Begin", AudioContext.resume on user gesture, no UI clutter on initial load VERIFIED (structural) src/ui/begin/BeginScreen.tsx:28 calls bootstrapAudioContext() SYNCHRONOUSLY inside the click handler (Pitfall 5 — iOS Safari construction-inside-gesture); src/ui/begin/use-audio-bootstrap.ts:24-45 creates the AudioContext lazily and calls _ctx.resume(). UI is a single fixed-position overlay with zIndex: 100 covering the canvas, only title + subtitle + Begin CTA from uiStrings[1].begin. D-22 returning-player path: src/PhaserGame.tsx:159 calls appStore.getState().dismissBeginGate() when a save record exists. Tone-quality of the typographic placeholder needs a human read.
SC2 Plant → grow → harvest → fragment → journal flow with selectable copy-pasteable text and stable string fragment IDs; fragment authored in /content/ Markdown+frontmatter; growth state persists across browser refresh VERIFIED Plant: src/sim/garden/commands.ts plantSeed() is pure with D-05 unlock-gate + occupied-tile silent no-op. Grow: src/sim/garden/growth.ts advanceGrowth() state machine sprout→mature@33%→ready@100% per GROWTH_THRESHOLDS. Harvest: commands.ts harvest() calls selectFragment(), empties tile, appends to harvestedFragmentIds, runs Pitfall 10 unlock recompute. Fragment: src/sim/memory/selector.ts deterministic mulberry32 PRNG seeded from sim state. Journal: src/ui/journal/Journal.tsx full-screen modal renders fragment bodies inside <pre> with userSelect: 'text' (DOM, not canvas — MEMR-05 mechanically defended). Stable IDs: 17 yaml fragments + 2 markdown fragments under content/seasons/01-soil/, all matching /^season1\.[a-z0-9._-]+$/. Refresh persistence: PIPE-07 e2e at tests/e2e/season1-loop.spec.ts:188-218 reloads page after harvest and asserts fragment still in store + still in journal. PASSED in 1.6s.
SC3 Compost an immature plant yields tonal beat acknowledgement; deterministic fragment selector never duplicates within playthrough until pool exhausted; respects Season/story-state gating; Lura appears at gate with text-message-cadence Ink dialogue compiled to JSON VERIFIED (structural; Lura tone needs human read) Compost: commands.ts compost() empties tile, no fragment yield (D-07), no resource refund (D-04 infinite seeds); src/ui/settings/compost-toast.tsx cycles through uiStrings[1].post_harvest_beat (3 quiet authored lines) on each compost dispatch via bumpCompostBeat. Selector no-dup: src/sim/memory/pool.ts filterPool() excludes already-harvested ids; selector.ts 16 tests cover determinism + gating + sentinel exhaustion fallback (season1.soil._exhaustion, tagged _meta, excluded from normal pool). Lura: src/sim/narrative/lura-gate.ts gates on state.harvestedFragmentIds.length reaching 1/4/8 thresholds (D-14); src/ui/dialogue/LuraDialogue.tsx renders inkjs Story via InkRenderer with text-message cadence (1500ms base + 20ms/char, capped 4000ms). 4 Ink files compile to 4 JSON files via scripts/compile-ink.mjs (BLOCKER 4 — uses node_modules/inklecate/bin/inklecate{.exe} directly, not stale per-platform path strings).
SC4 Tab close + return ≤24h: garden progresses by elapsed real time (not setInterval), refuses negative deltas, caps offline catchup at 24h; return screen is the letter from the garden (not a stat dump); saves fire on visibilitychange + beforeunload + Season transitions VERIFIED (structural; letter tone + ≥5min flow need human read) Elapsed real time: src/sim/scheduler/tick.ts drainTicks() is a pure fixed-timestep accumulator; the boot path in src/PhaserGame.tsx:163-211 calls computeOfflineCatchup(payload.lastTickAt, nowMs) then drains via silent simulate. Negative refusal: tick.ts:53-55 returns the original state with ticksApplied=0 if accumulatorMs < 0. 24h cap: tick.ts:32 MAX_OFFLINE_MS = 24 * 3600 * 1000; tick.ts:56 clamps via Math.min(accumulatorMs, MAX_OFFLINE_MS); catchup.ts:36 clamps cappedMs = raw < 0 ? 0 : Math.min(raw, MAX_OFFLINE_MS). Letter: src/ui/letter/Letter.tsx loads letter-from-the-garden.ink, binds plants_bloomed / fragment_titles / lura_was_here slots, opens at ≥5min absence (D-20: ABSENCE_LETTER_THRESHOLD_MS = 5 * 60 * 1000 at PhaserGame.tsx:69); content is anti-FOMO compliant (no numeric "28h" copy in any branch — verified in letter-from-the-garden.ink:7-15). Save lifecycle: src/save/lifecycle.ts:29-42 registers visibilitychange→hidden + beforeunload synchronous handlers; saveOnSeasonTransition() callable for Phase 4+. PhaserGame.tsx wires saveSync via clock.now() (BLOCKER 3 wall-clock anchor) + synchronous LocalStorage write (Pitfall 7) + best-effort IDB.
SC5 Playwright e2e smoke passes: load → dismiss begin → plant → fast-forward growth → harvest → verify journal → refresh page → verify persistence; story progression gates on tick count NOT wall time (system-clock cheat resistance) VERIFIED tests/e2e/season1-loop.spec.ts exercises all 16 steps under URL flag ?devtime=fake (production-guarded by import.meta.env.PROD). Test runs in 1.6s end-to-end (4.0s including dev-server cold start). Fast-forward via __tlgFakeClock.advance(ms). STRY-10: src/sim/narrative/lura-gate.ts:47-50 advanceLuraBeatProgress(progress, harvestCount) takes ONLY harvest count — no clock parameter. STRY-10 test in lura-gate.test.ts advances FakeClock 24h with 0 harvests and confirms progress.pending === null. ESLint sim-purity rule (eslint.config.js Block 3) bans Date.now/setInterval inside src/sim/** with clock.ts as the single exception; lint exits 0.

Score: 5/5 ROADMAP success criteria structurally satisfied. Subjective tone-quality items routed to human verification (see frontmatter human_verification).


REQ-ID Coverage (24/24)

REQ-ID Owner Plan(s) Status Evidence
CORE-02 02-01 + 02-02 PASS drainTicks fixed-timestep accumulator at src/sim/scheduler/tick.ts; TICK_MS=200 (5Hz); 7 scheduler tests green; Garden.ts update() loop drives it via injected clock.
CORE-03 02-01 + 02-05 PASS MAX_OFFLINE_MS=24h clamp at tick.ts:32; computeOfflineCatchup reports hitOfflineCap=true on excess; PhaserGame.tsx boot path threads catchup → silent drainTicks → letter overlay open at ≥5min. 5 catchup tests green.
CORE-11 02-01 PASS drainTicks returns original state with ticksApplied=0 on negative accumulatorMs (tick.ts:53-55); ESLint sim-purity rule enforces no Date.now inside src/sim/** outside clock.ts. Lint exits 0; 1 test pins the negative-refusal behavior.
GARD-01 02-02 PASS plantSeed at commands.ts (D-05 unlock-gate + occupied silent no-op + immutability via map-spread); SeedPicker DOM popover; Garden scene pointerdown enqueues. 14 commands.test.ts cases. Plan 02-06 G3 supplemental: tile-renderer brightens OUTLINE_COLOR + adds hover fill bump so the planting affordance is visually legible from frame one.
GARD-02 02-02 + 02-05 PASS advanceGrowth pure function with 3-stage state machine; plant-renderer.ts primitives per stage; Garden scene appStore.subscribe drives reactive repaintPlants. PIPE-07 e2e verifies save round-trip restores tile state.
GARD-03 02-03 PASS harvest() pure command refuses immature plants, calls selectFragment(), empties tile, recomputes Pitfall 10 unlocks. Garden.ts handleTilePointerDown enqueues 'harvest' on a ready-stage click.
GARD-04 02-03 + 02-04 + 02-05 PASS compost() pure command empties tile, no yield (D-07), no refund (D-04). Garden.ts compost branch enqueues + bumps compostBeatTick; CompostToast cycles uiStrings[1].post_harvest_beat. The Ink-authored richer voice in compost-acknowledgements.ink is compiled + runtime-loadable for Phase 4+ to swap in.
MEMR-01 02-03 PASS harvest() calls selectFragment() exactly once per ready-stage harvest; result appended to harvestedFragmentIds. Pinned by 16 selector tests + commands harvest tests.
MEMR-02 02-03 PASS 17 fragments under /content/seasons/01-soil/ (16 named yaml + 1 sentinel) plus 2 long-form Markdown (lura-first-letter.md, winter-rose-night.md); PIPE-01 enforced (build fails on schema violation). Note (info-level): the 02-03 SUMMARY claims "14 yaml entries (9 warm + 3 contemplative + 2 heavy + 1 _meta)" — the actual count is 17 yaml (9 warm + 4 contemplative + 3 heavy + 1 _meta). Substantive constraint "warm pool depth ≥9" holds; documentation undercounts but does not affect goal achievement.
MEMR-03 02-03 PASS All 17 yaml + 2 markdown fragment ids match /^season1\.[a-z0-9._-]+$/; FragmentSchema regex enforces stable string IDs; loader.test.ts has the numeric-id rejection case.
MEMR-04 02-03 PASS Journal.tsx full-screen modal grouped by Season; JournalIcon corner affordance gated by selectJournalRevealed (D-23 first-harvest reveal). 7 Journal.test.tsx + 3 journal-icon tests.
MEMR-05 02-03 PASS Journal.tsx + FragmentRevealModal.tsx both render fragment bodies inside <pre> with userSelect: 'text' (DOM, not canvas). Pinned by computed-style assertions.
MEMR-06 02-03 PASS selector.ts mulberry32 PRNG seeded from sim state (no Date.now); gating by Season + plant-type tonal-register tag; no-dup; sentinel fallback season1.soil._exhaustion for Pitfall 8. 16 selector tests.
STRY-01 02-04 PASS (structural; tone needs human read) 3 Ink beats authored at /content/dialogue/season1/lura-{arrival,mid,farewell}.ink; gated at 1/4/8 harvests via lura-gate.ts; LuraDialogue.tsx renders inkjs Story; gate-renderer at (880, 384) with soft alpha-pulse. 17 sim tests + 13 dialogue tests. Tone-quality (warmth-anchor / contrast / not co-griever / specific-intermittent-funny) is structurally believable from the .ink content read but needs author confirmation.
STRY-06 02-04 + 02-05 PASS scripts/compile-ink.mjs invokes bundled inklecate binary at build time; 5 .ink → .ink.json deterministically; src/content/ink-loader.ts lazy-loads compiled JSON; npm run ci runs compile:ink before tests + before build. RESEARCH Assumption A6 verified first-try on Windows.
STRY-07 02-04 PASS (vacuous) Phase 2 ships zero Keeper-spoken lines. The Keeper is the player; only Lura speaks (and the gardener-keeper voice acknowledges in compost beats, but is never personified as a named character). Phase 7 lands the binary choice surface.
STRY-10 02-04 PASS lura-gate.ts:47-50 advanceLuraBeatProgress(progress, harvestCount) takes ONLY the harvest count — no clock parameter exists. STRY-10 test case advances FakeClock by 24 hours with zero harvests and confirms no beat fires. ESLint sim-purity rule mechanically prevents Date.now inside src/sim/narrative/.
AEST-07 02-02 PASS BeginScreen.tsx:28 calls bootstrapAudioContext() synchronously inside the click handler; use-audio-bootstrap.ts constructs AudioContext + calls resume() (Pitfall 5 — iOS Safari construction-inside-gesture defended). 4 BeginScreen tests + first-interaction one-shot for D-22 returning players. Plan 02-06 G1 supplemental: body bg now matches BeginScreen overlay so there is no tonal break at any moment of the gesture flow.
UX-01 02-02 + 02-03 PASS BeginScreen mounts as a single fixed-position dialog covering the canvas with only title + subtitle + Begin CTA; no HUD, no journal pre-first-harvest (D-23), no settings clutter. Plan 02-06 G2 supplemental: after Begin dismisses, FirstRunHint surfaces a single bible-voice line ("Begin where the soil is bare.") so the A-Dark-Room first-prompt rule is honored — the player sees one prompt at a time, minimal but always present until acted upon.
UX-02 02-05 PASS (structural; letter tone needs human read) letter-from-the-garden.ink authored skeleton with VAR plants_bloomed / fragment_titles / lura_was_here per D-17/D-18; bible voice; anti-FOMO compliant (24h cap silent in voice per D-11 — verified zero numeric "28h" copy in any branch); Letter.tsx full-screen overlay (D-20 ≥5min trigger, single-tap dismiss with Pitfall 9 audio bootstrap); buildLetterSlots pure helper + 10 tests; Letter overlay 7 tests. Boot path threads silent catchup → offlineEvents → openLetter.
UX-10 02-01 + 02-05 PASS registerSaveLifecycleHooks synchronous handlers for visibilitychange→hidden + beforeunload (lifecycle.ts:29-42); saveOnSeasonTransition() callable. 6 lifecycle tests green. PhaserGame.tsx boot path wires saveSync via clock.now() (BLOCKER 3 wall-clock anchor) + synchronous LocalStorage write (Pitfall 7) + best-effort IDB write. W5 — lifecycle handle held in ref so the outer cleanup detaches across the async IIFE boundary.
UX-11 02-01 PASS formatHumanReadable handles K/M/B/T thresholds + 1e15 scientific + negative-sign branch; 11 format tests green. BigQty.format() delegates so all currency-grade numbers in the HUD route through this.
PIPE-02 02-02 + 02-03 PASS (structural) loadSeasonFragments(seasonId) lazy import.meta.glob surface in src/content/loader.ts; scripts/check-bundle-split.mjs exits 0 after build (chunkContentMatch=true). Caveat (info-level): the build emits 3 INEFFECTIVE_DYNAMIC_IMPORT warnings for fragments.yaml, lura-first-letter.md, winter-rose-night.md because Phase 2 keeps the eager fragments export alongside the lazy loadSeasonFragments for back-compat with Phase-1 loader tests. Phase 4+ will switch consumers to lazy-only when Season 2 onboards; the warnings will resolve naturally then. The current chunkContentMatch=true heuristic is structurally OK but chunkNameMatch=false is the expected eager-mode state, not a regression. Bundle stays at 1.9MB; gate doesn't fire on size as that lands in Phase 8.
PIPE-07 02-05 PASS tests/e2e/season1-loop.spec.ts covers load → Begin → plant rosemary → fast-forward FakeClock 3min → harvest → fragment-reveal modal → close → journal-icon visible → open journal → fragment present → reload → fragment persists. 1.6s test runtime. URL-flag FakeClock injection production-guarded by import.meta.env.PROD.

Coverage: 24/24 Phase-2 REQ-IDs structurally PASS. Zero orphaned requirements; the requirement-ID set in REQUIREMENTS.md table-of-contents row exactly matches the union of requirements-completed: arrays across the 5 plans' frontmatter.


Banner Concern Carry-Forward Checks

# Banner Concern Status Evidence
4 System-clock cheating DEFENDED tick.ts:53-55 refuses negative accumulatorMs; catchup.ts:36 clamps cappedMs at 0 for negative deltas; lura-gate.ts:47-50 gates on harvest count never wall time; eslint.config.js Block 3 mechanically prevents Date.now inside src/sim/** (only clock.ts and the deliberate __test_violation__ fixture violate); STRY-10 test pins behavior.
7 Web Audio user-gesture DEFENDED BeginScreen.tsx:28 calls bootstrapAudioContext() synchronously inside the click stack frame (Pitfall 5 — iOS Safari construction-inside-gesture); use-audio-bootstrap.ts constructs AudioContext lazily inside the gesture (no useEffect indirection); installFirstInteractionGestureHandler covers returning-player path; Letter.tsx:90 calls bootstrapAudioContext() on dismiss for the returning-player-via-letter path (Pitfall 9). Plan 02-06 verification: FirstRunHint mounts AFTER BeginScreen in App.tsx render tree (App.tsx:55-56) and uses pointerEvents: 'none'; Begin → audio-bootstrap path is unaltered.
6 Anti-FOMO DEFENDED letter-from-the-garden.ink is contemplative, slot-based, no numeric "28h" copy, no nag, no streak, no daily-login pressure (verified by reading the .ink file); uiStrings[1].settings.persistence_denied_toast is "The garden may forget, if your browser asks it to." (in voice, not a stat); CompostToast lines are quiet acknowledgements ("The earth remembers.", "Something stayed.", "It rests where it grew."); .planning/anti-fomo-doctrine.md exists from Phase 1 and is review-enforced. Plan 02-06 verification: the chosen first_run_hint copy ("Begin where the soil is bare.") is one quiet imperative — no nag, no streak, no time pressure, no urgency; tonal sign-off remains a human-verification item.
10 Authored content / code divergence DEFENDED All player-visible strings live in /content/seasons/01-soil/ui-strings.yaml + 17 yaml fragments + 2 markdown fragments + 5 .ink files. Stable-string fragment IDs (/^season1\.[a-z0-9._-]+$/ regex enforced by FragmentSchema). Spot-check of BeginScreen.tsx, SeedPicker.tsx, Letter.tsx, Settings.tsx, LuraDialogue.tsx, FirstRunHint.tsx shows zero hardcoded English strings outside CSS values, ARIA roles, command kinds, and event names. Plan 02-06 verification: grep for the three candidate hint strings inside FirstRunHint.tsx returns ZERO matches; copy lives in ui-strings.yaml + UiStringsSchema is extended with first_run_hint: z.string().min(1) to defeat Zod strip mode.
1 Story ends but the loop doesn't NOT EXERCISED IN PHASE 2 Phase 1 landed season-7-end-state.md doctrine doc; Roothold ceiling lands in Phase 4; credits/coda rest state lands in Phase 7. Phase 2 introduces nothing that forecloses the Season 7 end-state design.
2 7-Season scope DEFENDED VIA STANDALONE-PROLOGUE ESCAPE HATCH The Phase 2 vertical slice now satisfies the "could plausibly ship as a free standalone Season 1 prologue" contract from ROADMAP overview. Plan 02-05's e2e proves the loop end-to-end on real authored content with real save round-trip. Plan 02-06 strengthens this — first-impression UX gaps closed, page-bg coherent, first-prompt present, grid legible, gate has wall context. The vertical slice now actually feels like a shippable prologue to a brand-new player on frame one.
5 AI asset style drift NOT EXERCISED IN PHASE 2 Phase 2 ships zero PNG assets — plant rendering uses Phaser primitive shapes (D-26). The provenance gate from Phase 1 is in place (validate-assets.mjs exits 0 with 2 placeholder assets); Phase 5+ first exercises it at production volume. Plan 02-06 verification: git log f52de0b~1..HEAD --diff-filter=A --name-only -- '*.png' '*.jpg' '*.webp' '*.svg' '*.gif' '*.bmp' returns empty — gap-closure plan added zero painted assets. Phase 3 watercolor deferral preserved.
8 Tab throttling DEFENDED Sim advances by elapsed-time accumulator, never setInterval (banned by ESLint sim-purity rule). Save fires on visibilitychange to hidden + beforeunload (lifecycle.ts:29-42) + saveOnSeasonTransition callable.
9 Tonal failure NEEDS HUMAN VERIFICATION Lura's three Ink beats and the letter-from-the-garden Ink are structurally in voice based on a code-side read, but ROADMAP's "external readers gate every Season's tone" is the user's review responsibility. Plan 02-04 SUMMARY explicitly defers this to "next merge"; this verification surfaces it as a human_needed item. Plan 02-06 adds one more line for review: the chosen first_run_hint copy "Begin where the soil is bare." (now player-visible) joins the queue for tonal sign-off.
3 Browser save fragility DEFENDED IDB primary path + LocalStorage synchronous fallback (Pitfall 7); navigator.storage.persist() always called from the boot path (D-30 toast on denied); CRC-32 checksum + canonical JSON; Base64 export/import in Settings; last-3 snapshot retention from Phase 1. Plan 02-06 verification: firstRunHintDismissed lives in src/store/session-slice.ts (NOT V1Payload); migrations.ts is unchanged; no migrations[2] entry; the new flag is session-state only as the doctrine requires.

Anti-Pattern Scan (Phase 2 Files)

File Pattern Severity Notes
src/PhaserGame.tsx:152, 220, 250 console.error / console.warn for boot-path failures INFO Defensive logging only; the actual UX is "fall through to first-run init" or "show toast." Not a stub.
src/ui/letter/Letter.tsx:74 console.error('[Letter] failed to load', err) INFO Fail-soft on Ink load failure with explicit dismissLetter() recovery.
src/ui/letter/Letter.tsx:131 Loading state renders <p style={{ opacity: 0.4 }}>...</p> INFO Genuine loading-state placeholder while loadInkStory resolves; replaced by InkRenderer once runtime is ready. Not a permanent stub.
src/sim/garden/auto-harvest.ts (cyclic import with commands.ts) Benign ESM cycle INFO Documented at auto-harvest.ts:32-37 and commands.ts; verified by all 312 tests passing.
Build: INEFFECTIVE_DYNAMIC_IMPORT warnings 3 warnings on fragments.yaml, lura-first-letter.md, winter-rose-night.md INFO Inherited from Plan 02-02's eager-corpus + lazy-glob co-existence; documented as a Phase-4+ resolution path when consumers move to lazy-only. PIPE-02 structural verifier confirms chunkContentMatch=true so the lazy plumbing is genuinely there.
Bundle size 1.9MB > 500kB Vite warning INFO Acknowledged in 02-05 SUMMARY; tracked for Phase 3 (watercolor) or later when code-splitting becomes meaningful.
gray-matter package.json entry no longer used by code INFO Tracked in .planning/phases/02-season-1-vertical-slice-soil/deferred-items.md; cleanup-only, not blocking.
src/sim/__test_violation__/date-now-violator.ts:13 Deliberate Date.now() violation EXPECTED FIXTURE Excluded from npm run lint via Block 1's top-level ignores; the programmatic ESLint test in lint-firewall.test.ts overrides via ignore: false to verify the Block 3 sim-purity rule fires.

No blockers found. No warnings rise to gap-level. All info-level items are either documented deferrals or expected-by-design.


Behavioral Spot-Checks

Behavior Command Result Status
Vitest suite npm test 39 files, 312/312 passed (5.54s) PASS
Lint npm run lint Exit 0; 0 errors, 0 warnings (2 informational stderr deprecation notices about boundaries v5→v6 plugin rename — non-blocking) PASS
Build npm run build Exit 0; 1.9MB entry chunk; 5 lazy Ink chunks PASS
Bundle split npm run check:bundle-split Exit 0; PIPE-02 OK PASS
Asset provenance node scripts/validate-assets.mjs Exit 0; 2 valid assets PASS
Compiled Ink output ls src/content/compiled-ink/season1/ 5 .ink.json files PASS
Playwright e2e npx playwright test tests/e2e/season1-loop.spec.ts 1 passed in 4.0s; test runtime 1.6s PASS
Sim purity (no Date.now outside clock.ts) grep -rn "Date.now" src/sim/ --include="*.ts" Only matches: clock.ts (1 actual call, the documented exception) + deliberate __test_violation__/date-now-violator.ts fixture + doc-comment mentions in growth.ts/types.ts/etc. PASS
Sim purity (no render/ui imports) grep -rn "from.*src/render|from.*src/ui" src/sim/ Only matches: deliberate __test_violation__/violator.ts fixture + a doc-comment PASS

All 9 spot-checks PASS.


Human Verification Required (7 items)

See frontmatter human_verification for full structure. Headlines:

  1. Read the three Lura .ink files in voice — confirm warmth-anchor / contrast / not co-griever; specific + intermittent + sometimes funny; "The garden persists." carries the farewell turn.
  2. Read letter-from-the-garden.ink in voice — confirm contemplative, anti-FOMO compliant, not a stat dump.
  3. Run npm run dev and exercise the loop manually — Begin → plant → grow → harvest → reveal → journal → reload → persist. Compose ~9 harvests to fire all 3 Lura beats and confirm cadence + visual indicator.
  4. Verify the Begin screen feels A-Dark-Room-clean — single typographic placeholder, no clutter, returning-player path skips it.
  5. Verify offline catchup → letter overlay flow on a real ≥5min absence — letter Ink composes correctly from offlineEvents block; Pitfall 9 audio bootstrap fires on dismiss.
  6. Confirm the gate visual indicator + LuraDialogue overlay flow — soft alpha-pulse on pending beat, click → DOM dialogue overlay → drip cadence → close → resolved.
  7. Read the chosen first_run_hint copy in context — "Begin where the soil is bare." — bible voice; warm, specific, contemplative, intermittent; not a nag, not a tutorial. Plan's #1 candidate; fallbacks #2 ("The soil is waiting.") and #3 ("Click a tile to plant.") available if tone-review surfaces #1 as too elliptical.

These are the items that the SUMMARY documents call out as "user reviews at next merge" or "Manual smoke test: not performed in this execution session." All are inherently subjective (tonal voice, visual cadence, A-Dark-Room-feel) and cannot be programmatically scored.


Notes on Documentation Inaccuracies (Info-Level)

These are SUMMARY documentation errors that do NOT affect goal achievement:

  1. Plan 02-03 SUMMARY claims "14 yaml entries (9 warm + 3 contemplative + 2 heavy + 1 _meta)". Actual count is 17 yaml entries (9 warm + 4 contemplative + 3 heavy + 1 _meta). The substantive constraint "warm pool depth ≥9" holds; the documentation undercounts other registers. Fix: tighten the SUMMARY count if/when next visited; not blocking.

  2. Plan 02-04 SUMMARY claims compile:ink emits "4 deterministic .ink.json files". Actual count after Plan 02-05 lands is 5 files (the +1 is letter-from-the-garden.ink, added by Plan 02-05). Plan 02-05 SUMMARY corrects this to 5. The 02-04 SUMMARY is stale relative to the post-Plan-02-05 codebase. Not blocking; Plan 02-04 was correct at write-time.

  3. 3 INEFFECTIVE_DYNAMIC_IMPORT build warnings in src/content/loader.ts (fragments.yaml, lura-first-letter.md, winter-rose-night.md). These warnings indicate the dynamic-import path doesn't actually create a separate chunk because the same files are also statically imported. PIPE-02 satisfaction: check-bundle-split.mjs reports chunkNameMatch=false, chunkContentMatch=true, confirming the lazy plumbing is structurally there but eager-mode is the active code path. Phase 4+ will switch consumers to lazy-only when Season 2 onboarding lands; the warnings will resolve naturally then. The PIPE-02 verifier is structurally lenient on Day 1 (OR-of-three checks) by design — documented in Plan 02-03 SUMMARY. The lazy-load contract is genuinely partial today; not "broken" but "not yet exercised." Verifier flags it as info-level for awareness but it does NOT block phase sign-off.


Phase 1 Regression Check

Phase 1 was verified at 16/16 PASS on 2026-05-09T00:15:00Z. Re-verifying invariants Phase 2 might have disturbed:

  • ESLint boundary rule (CORE-10) — npm run lint exits 0; programmatic test src/sim/__test_violation__/lint-firewall.test.ts still green.
  • Save layer (CORE-04 through CORE-09) — 9 envelope tests + 6 migration tests + 6 lifecycle tests all green; round-trip via Settings UI tested in Settings.test.tsx.
  • Content pipeline (PIPE-01) — fragments.yaml (17 entries) + 2 .md files + ui-strings.yaml all parse via Vite's import.meta.glob; build fails on schema violation.
  • Asset provenance (PIPE-03) — validate-assets.mjs still exits 0 with 2 valid assets.
  • Doctrine docs (PIPE-05) — .planning/anti-fomo-doctrine.md + .planning/season-7-end-state.md still present; doc-lint test still green (in vitest run).
  • CI workflow (PIPE-06) — npm run ci exits 0 end-to-end (lint + compile:ink + 312 tests + validate:assets + build + check:bundle-split).

No Phase 1 regressions detected.


Verdict

Phase 2 is STRUCTURALLY COMPLETE. All 24 Phase-2 REQ-IDs PASS, all 5 ROADMAP success criteria are structurally satisfied, all banner-concern carry-forwards are defended in code, and every automated gate exits 0.

6 human-verification items remain — all subjective tone-quality and live-loop-feel checks that the SUMMARY documents already flagged as "user reviews at next merge" / "Manual smoke test: not performed in this execution session." These are not gaps or blockers; they are the canonical handoff points where the executor's structural verification ends and the developer's tone judgment begins.

The Phase-2 vertical slice could plausibly ship as a free standalone Season-1 prologue once items 13 in human_verification clear: a player can launch, plant, grow, harvest, meet Lura, leave, return to a letter, dismiss, and the save round-trip survives all of it. That's the project's escape hatch against the 7-Season scope risk (banner concern #2) realized.


Verified: 2026-05-09T11:24:00Z Verifier: Claude (gsd-verifier)


Gap Closure Verification (2026-05-09T17:35:00Z re-verification)

Re-verifier run at: 2026-05-09T17:35:00Z Closing plan: 02-06-uat-gap-closure-PLAN.md02-06-uat-gap-closure-SUMMARY.md Closing commits: f52de0b (G1) → c46fc75 (G2) → ab48c7e (G3) → 88adc4f (G4) → 47b5b8d (e2e integration) → 7f39cf6 (docs) Mode: goal-backward — start from each gap's fix_shape, verify codebase satisfies it.


Gap closure: G1 — white halo around dark canvas (BLOCKING)

Fix shape: "Add src/index.css imported from main.tsx. body { margin: 0; min-height: 100vh; background: #1a1a1a; color: #e8e0d0; font-family: serif; } #game-container centered. ~15 lines."

Check Evidence Status
src/index.css exists File present, 27 lines (close to ~15 estimate; the extra are explanatory comments) PASS
body bg = #1a1a1a src/index.css:17 background: #1a1a1a; (inside the html, body rule) PASS
body color = #e8e0d0 src/index.css:18 color: #e8e0d0; PASS
body margin = 0 src/index.css:14 margin: 0; PASS
body min-height = 100vh src/index.css:16 min-height: 100vh; PASS
body font-family = serif src/index.css:19 font-family: serif; PASS
#game-container centered src/index.css:22-26 #game-container { display: flex; justify-content: center; align-items: center; } PASS
src/main.tsx imports it src/main.tsx:4 import './index.css'; (with explanatory comment "Plan 02-06 G1") PASS
Playwright e2e proves the bundled CSS applies in real Chromium tests/e2e/season1-loop.spec.ts:75-78 evaluates getComputedStyle(document.body).backgroundColor and asserts it equals 'rgb(26, 26, 26)' (= #1a1a1a) from frame one PASS
File-read smoke tests src/index.css.test.ts — 6 cases pinning each load-bearing rule PASS

G1 verdict: CLOSED. The dark canvas no longer floats in a sea of white at any frame.


Gap closure: G2 — no first-run prompt after Begin (BLOCKING)

Fix shape: "Tiny FirstRunHint component — single bible-voice line ('Click a tile to plant', or similar from ui-strings.yaml). Auto-dismisses on first plant. New firstRunHintDismissed flag in session-slice."

Check Evidence Status
src/ui/first-run/FirstRunHint.tsx exists File present, 75 lines PASS
Component reads externalized line via uiStrings[1]?.first_run_hint FirstRunHint.tsx:47 const hint = uiStrings[1]?.first_run_hint; — no hardcoded English in component PASS
No hardcoded candidate strings in component grep "Begin where the soil is bare|The soil is waiting|Click a tile to plant" src/ui/first-run/FirstRunHint.tsx → 0 matches PASS
content/seasons/01-soil/ui-strings.yaml carries first_run_hint key Line 21: first_run_hint: "Begin where the soil is bare." (the plan's #1 ranked candidate, unchanged) PASS
src/content/schemas/ui-strings.ts extends UiStringsSchema Line 38: first_run_hint: z.string().min(1), — defeats Zod default strip mode (without this, the YAML key would silently drop from parsed.data and FirstRunHint would render null in production) PASS
src/store/session-slice.ts adds firstRunHintDismissed + dismissFirstRunHint action Line 44: firstRunHintDismissed: boolean; (interface), Line 51: dismissFirstRunHint: () => void; (interface), Line 61: firstRunHintDismissed: false, (initial state), Line 68: dismissFirstRunHint: () => set({ firstRunHintDismissed: true }), (action) PASS
NO V1Payload contamination (CRITICAL doctrine check) grep firstRunHintDismissed src/save/migrations.ts → 0 matches; git diff f52de0b~1 HEAD -- src/save/migrations.ts → empty diff; flag is session-state ONLY PASS
NO migrations[2] entry added (CRITICAL doctrine check) git diff f52de0b~1 HEAD -- src/save/ → empty diff; the only migrations[2] mentions in migrations.ts are doc-comments confirming "no migrations[2]" PASS
FirstRunHint mounted in App.tsx between BeginScreen and SeedPicker src/App.tsx:55 <BeginScreen />, :56 <FirstRunHint />, :57 <SeedPicker /> — exactly the spec PASS
Auto-dismiss on first plant (subscribe to tiles slice) FirstRunHint.tsx:35-42 useEffect checks tiles.some((t) => t?.plant !== null) and calls dismissFirstRunHint() when true PASS
Re-shows on hard reload (session state, not save state) firstRunHintDismissed: false is the initial value in createSessionSlice; on reload the slice resets, so a fresh tab pre-first-plant sees the hint again — correct A-Dark-Room first-run UX PASS
Behavioral test coverage FirstRunHint.test.tsx — 6 cases: hidden when Begin still up, hidden when dismissed, renders externalized line, reads from uiStrings (not hardcoded), auto-dismisses on first plant, stays dismissed on subsequent tile changes PASS
Playwright e2e proves the live-loop visibility/dismissal season1-loop.spec.ts:91 asserts getByTestId('first-run-hint').toBeVisible() after Begin click; :133 asserts .not.toBeVisible() after first plant lands PASS
src/ui/index.ts re-exports ./first-run Line 9: export * from './first-run'; PASS
pointerEvents: 'none' on the hint root FirstRunHint.tsx:68 — hint doesn't intercept pointer events, so the underlying canvas receives clicks for tile interaction; banner concern #7 (Web Audio user-gesture) preserved PASS
Component uses aria-live="polite" + role="status" FirstRunHint.tsx:53-54 — accessible to screen readers without interrupting PASS

G2 verdict: CLOSED with all doctrine constraints honored. firstRunHintDismissed is session-state only; copy is externalized; schema is extended to defeat Zod strip mode; FirstRunHint mounts between BeginScreen and SeedPicker; banner concern #7 (Web Audio user-gesture) is preserved by pointerEvents: 'none'.


Gap closure: G3 — tile outlines too dim (HIGH)

Fix shape: "Brighten empty-tile outline color (~#3a3a40 → #5a5a60); add a clearer hover state (#7a7a82 outline + slight fill alpha bump). No visual style change beyond contrast — Phase 3 watercolor still owns the painted look."

Check Evidence Status
src/render/garden/tile-renderer.ts exists File present, 62 lines PASS
OUTLINE_COLOR brightened to ~0x5a5a60 Line 14: export const OUTLINE_COLOR = 0x5a5a60; (was 0x4d4d52) — exactly matches fix_shape PASS
OUTLINE_HOVER brightened to ~0x7a7a82 Line 15: export const OUTLINE_HOVER = 0x7a7a82; (was 0x6e6e75) — exactly matches fix_shape PASS
Hover fill alpha bump Line 17: const HOVER_FILL_ALPHA = 0.06; — slight bump exactly as fix_shape specifies "slight fill alpha bump" PASS
Pointerover swaps outline + bumps fill Lines 46-49: hit.on('pointerover', () => { drawOutline(g, ..., OUTLINE_HOVER); hit.setFillStyle(0xffffff, HOVER_FILL_ALPHA); }); PASS
Pointerout reverses Lines 50-53: hit.on('pointerout', () => { drawOutline(g, ..., OUTLINE_COLOR); hit.setFillStyle(0xffffff, 0); }); PASS
NO new sprites or painted assets git log f52de0b~1..HEAD --diff-filter=A --name-only -- '*.png' '*.jpg' '*.webp' '*.svg' '*.gif' '*.bmp' → empty; only color + alpha values changed; Phase 3 deferral preserved PASS
Constants exported for testability OUTLINE_COLOR and OUTLINE_HOVER are export const, allowing the test file to import and assert them PASS
Test coverage tile-renderer.test.ts — 5 cases via Phaser-mock pattern: constants pinned, 16 tile groups created, initial draw uses OUTLINE_COLOR, pointerover swaps to OUTLINE_HOVER + fill bump (>0, ≤0.1) PASS
Reduced-motion-safe Hover is steady-state outline + fill swap — no tweens, no animations; banner-concern adjacent UX restraint preserved PASS

G3 verdict: CLOSED. The 4×4 grid now reads as legible interactive surfaces against the #1a1a1a canvas; hover state contrasts the resting state visibly without animation noise.


Gap closure: G4 — gate visual stands alone with no surrounding context (MEDIUM)

Fix shape: "Add a faint vertical line/band in gate-renderer connecting top-to-bottom of the canvas at the gate's column (Phaser primitive — alpha ~0.15-0.20 against #1a1a1a). Phase 3 paints over without changing the structural intent."

Check Evidence Status
src/render/garden/gate-renderer.ts adds wall band Lines 34-38: WALL_BAND_X / WALL_BAND_WIDTH / WALL_BAND_HEIGHT / WALL_BAND_ALPHA / WALL_BAND_COLOR all exported PASS
Wall is a Phaser Rectangle primitive (not a painted asset) Lines 56-64: scene.add.rectangle(WALL_BAND_X, WALL_BAND_HEIGHT / 2, WALL_BAND_WIDTH, WALL_BAND_HEIGHT, WALL_BAND_COLOR, WALL_BAND_ALPHA) PASS
Wall at gate's column WALL_BAND_X = GATE_X = 880 (the gate column) PASS
Wall spans full canvas height WALL_BAND_HEIGHT = 768 (matches Phaser canvas height in src/game/main.ts) — top-to-bottom span as fix_shape requires PASS
Alpha in 0.15-0.20 range WALL_BAND_ALPHA = 0.18 — mid of the fix_shape range PASS
Wall drawn FIRST (z-order: behind body / glow / hit) drawGate adds wall first (lines 56-64), then body (66-72), glow (73-80), hit (84-91); the gate body remains the visual focal point PASS
GateGameObjects exposes wall field (additive, Garden.ts unchanged) Line 42: wall: Phaser.GameObjects.Rectangle; — the destructuring at the call site captures the whole returned object, so the new field is structurally safe PASS
NO painted asset added git log f52de0b~1..HEAD --diff-filter=A --name-only -- '*.png' '*.jpg' '*.webp' '*.svg' → empty; Phaser primitive only; Phase 3 watercolor deferral preserved PASS
Wall does NOT pulse Lines 99-122 updateGateIndicator is unchanged from Phase 2; only glow pulses; wall is steady-state alpha — reduced-motion-safe PASS
Test coverage gate-renderer.test.ts — 4 cases via Phaser-mock pattern: constants in fix_shape range (alpha 0.15-0.20), wall is FIRST rectangle with full canvas height, 4 total rectangles (wall + body + glow + hit), GateGameObjects exposes wall handle PASS

G4 verdict: CLOSED. The gate now has structural wall context — it reads as part of a wall, not a free-floating element — using only a single Phaser Rectangle primitive at alpha 0.18. Phase 3 paints the watercolor wall over this primitive without changing the structural intent.


Constraint compliance (CRITICAL_CONSTRAINTS from re-verification request)

Constraint Verification command Status
No painted assets added in 02-06 commits (Phase 3 deferral) git log f52de0b~1..HEAD --diff-filter=A --name-only -- '*.png' '*.jpg' '*.webp' '*.svg' '*.gif' '*.bmp' → empty PASS
No new npm dependencies git diff f52de0b~1 HEAD -- package.json package-lock.json → empty PASS
No edits in src/sim/ (sim purity preserved) git diff f52de0b~1 HEAD -- 'src/sim/**' → empty PASS
firstRunHintDismissed is session-state only grep firstRunHintDismissed src/save/migrations.ts → 0 matches PASS
No migrations[2] entry git diff f52de0b~1 HEAD -- src/save/migrations.ts → empty PASS
Hint copy externalized (not hardcoded) grep "Begin where the soil is bare|The soil is waiting|Click a tile to plant" src/ui/first-run/FirstRunHint.tsx → 0 matches PASS
UiStringsSchema extended (defeats Zod strip mode) grep -E 'first_run_hint:\s*z\.string\(\)' src/content/schemas/ui-strings.ts → matches at line 38 PASS

Re-run gates (post-closure)

Gate Command Result Status
Vitest npm test (run via npm run ci) 43 test files, 333/333 passed (was 312 → +21 new cases for G1/G2/G3/G4) PASS
Lint npm run lint (run via npm run ci) Exit 0 PASS
Compile Ink npm run compile:ink 5 .ink → 5 .ink.json (unchanged) PASS
Asset provenance node scripts/validate-assets.mjs Exit 0; 2 valid assets (unchanged) PASS
Build npm run build Exit 0; 1.9MB entry chunk (unchanged — no new deps, no new image assets) PASS
Bundle split npm run check:bundle-split Exit 0; PIPE-02 OK; chunkContentMatch=true PASS
Playwright e2e npm run test:e2e 1 passed in 1.51.6s (test runtime; was 1.6s, plan SUMMARY noted 1.7s with the +3 new assertions); confirmed across 2 consecutive runs PASS

Note on first-run e2e flake: the very first npm run test:e2e after a long-idle dev server hit a 30s timeout on the waitForFunction for the plantSeed dispatch. Two immediate consecutive re-runs both passed in 1.51.6s. This matches the documented dev-server cold-start pattern (Playwright config webServer with reuseExistingServer: false triggers Vite's first-load module graph build). It is not a regression introduced by Plan 02-06; it is a pre-existing cold-start timing characteristic of the test harness. Recorded as info-level — not actionable.


Phase-2 banner concerns — re-checked under Plan 02-06's diff

# Banner concern Closure-plan effect Verdict
5 AI asset style drift Plan adds 0 new image assets (only Phaser primitives + 1 CSS file) DEFENDED — no provenance bypass risk
7 Web Audio user-gesture FirstRunHint mounts AFTER BeginScreen (App.tsx:55-56) and uses pointerEvents: 'none'; Begin → audio-bootstrap path is unaltered DEFENDED — bootstrapAudioContext still synchronous-inside-click
6 Anti-FOMO Chosen first_run_hint copy "Begin where the soil is bare." is one quiet imperative — no nag, no streak, no time pressure, no urgency DEFENDED — tonal sign-off remains a HUMAN-UAT item but the structural shape is anti-FOMO compliant
9 Tonal failure The chosen first_run_hint copy is now player-visible and joins the queue for tonal sign-off — added as item #7 in human_verification NEEDS HUMAN VERIFICATION (added to the 6→7 HUMAN-UAT item list)
10 Authored content / code divergence All player-visible Plan-02-06 copy lives in content/seasons/01-soil/ui-strings.yaml; UiStringsSchema is extended so the YAML key actually reaches runtime; FirstRunHint reads uiStrings[1]?.first_run_hint and renders null if missing — no hardcoded English DEFENDED

Re-verification verdict

ALL 4 first-impression UX gaps are CLOSED. The 24 Phase-2 REQ-IDs remain structurally PASS with no regressions detected (sim purity preserved, V1Payload uncontaminated, no new dependencies, no painted assets, no migrations[2]).

The Phase-2 vertical slice now actually delivers the "could plausibly ship as a free standalone Season-1 prologue" contract that ROADMAP cites as the project's escape hatch against the 7-Season scope risk (banner concern #2). A brand-new player launching npm run dev on frame one sees:

  1. The dark canvas in a tonally-coherent dark viewport (no white halo).
  2. The Begin gate as a single typographic placeholder.
  3. After Begin clicks, a single bible-voice instructional line.
  4. A legible 4×4 tile grid against the canvas background.
  5. The gate as part of a wall, not a free-floating gray rectangle.

6 → 7 HUMAN-UAT tone items remain pending below the now-cleared structural surfaces — the chosen first_run_hint copy "Begin where the soil is bare." joins the queue. These remain the user's call at next merge / playtest.

Phase 2 is structurally complete and shippable.


Re-verified: 2026-05-09T17:35:00Z Re-verifier: Claude (gsd-verifier)