Show the build, play from the keyboard, and clean up the ledger
Five things from the second playtest. A status line at the top of every screen: the game, the pack, your current title, and the version plus the commit it came from. `tools/stamp.js` writes the commit into src/build-info.js before serving and before building, so a distributed dist/theladder.html states exactly which commit produced it. An uncommitted working tree gets a `+` suffix — "4cab9fc+" is honest in a way a bare SHA would not be. The whole game is now playable on Enter. Every screen marks one control and the app focuses it after each render: the first *available* option while choosing, the next-turn button once the result is in, "keep going" on the retrospective. Tab and Shift+Tab reach the other options. Locked options needed no special handling — the browser's tab order already skips disabled controls, so they stay visible without being in the way. "What is notable? under What changed?" — two fixes. `notable` is the retrospective's own list of moments; a display rule can now say `inLedger: false` and it is left out, because "Notable — changed" tells nobody anything. Flags are the opposite and stay, but as sentences the pack supplies rather than as booleans: "The envelope is in your locker." instead of "the envelope: now true". Exported logs live in logs/, gitignored, and `npm run analyze` reads the newest one there when given no argument. A log records what a real person did turn by turn, including whatever they typed into the feedback box — committing one once would put it in the history for good. Version set to 0.3.0 on the reasoning that the engine was 0.1 and the interface 0.2; say if you want a different scheme and I will renumber. 119 tests. Reasoning in docs/DECISIONS.md §25-28. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VMSFHyVPitUoosW5wyEADj
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co-authored by
Claude Opus 5
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4cab9fc41e
commit
76072edf4e
+4
-1
@@ -16,7 +16,7 @@ import { resolveSchema } from '../engine/state.js';
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import { startGame, currentTurn, takeTurn, findOptionById } from './engine-bridge.js';
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import { turnScreen } from './screens/turn.js';
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import { retrospectiveScreen } from './screens/retrospective.js';
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import { fill } from './dom.js';
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import { fill, focusMarked } from './dom.js';
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import { saveLocal, loadLocal, clearLocal, serializeSave, parseSave, storageAvailable } from '../io/save.js';
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import { logTurn, attachFeedback, readLog, serializeLog, clearLog, feedbackCount } from '../io/feedback-log.js';
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import { downloadText, readFile, stamp } from '../io/download.js';
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@@ -49,6 +49,9 @@ function render() {
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? retrospectiveScreen(pack, app.state, schema, actions)
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: turnScreen(pack, app.state, schema, app.view, actions);
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fill(app.root, screen);
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// After the screen is in the document, put the caret where the player most
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// likely wants it. This is what makes the game playable on Enter alone.
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focusMarked(app.root);
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}
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const actions = {
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