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
The mailroom is no longer the whole game. Around turn 50, a player who has
built standing and either Marlene's goodwill or the nerve to ask gets offered
the Dispatch post — and can take it, take it and put Trevor up for the mailroom,
or turn it down, which is a real strategy rather than a mistake and comes back
after a cooldown.
Dispatch is eleven events of its own. The money problem is largely solved up
there and replaced by other people's days depending on yours, including the
mailroom's — which you used to be. Trevor branches on whether you recommended
him: he either runs the mailroom and has opinions about how it used to be run,
or he stays put and starts addressing you by your full title, kindly, in front
of people.
None of this is a promotion mechanic in the engine. It is
`{ path: 'stage', op: 'set', value: 'dispatch' }` on an option, since `stage`
was already how events are filtered. The reserved-write rule now allows it
narrowly — `set` only, and only to a stage that has events, both checked by the
validator, so a typo cannot strand the player in an empty pool. Wages differ by
rank through two upkeep entries gated on `stage`. The hard-times events dropped
their stage entirely: rent is due wherever you work.
The second half of this is the thing the last playtest asked for. A 183-turn
session, and no way to see how much of it was new ground.
`npm run analyze <exported-log.json>` now reports turns against distinct
situations, how often each recurred, which options were most used, which locked
gates players kept meeting, and anything they typed. The retrospective shows the
player-facing version.
It found a regression in this very change on its first run. Dispatch started
with eight events against the mailroom's nineteen, so its two floor events were
46% of every promoted run — one every three turns. Promotion was moving the
player into *thinner* content. Three more events and a weight rebalance took the
top two to 24.5%, and the heaviest recurrence from every ~3 turns to every ~5.
A test now holds that line.
Also corrected: the coverage test was asking whether an archetype ever *took* an
option, which is a property of the bot, not the pack. It had flagged
`rent_bounced.ask_trevor` as dead content when it had been offered, unlocked,
419 times across a sweep and simply never chosen. Options are now checked on
availability; events are still checked on firing.
114 tests. Reasoning in docs/DECISIONS.md §22-24.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VMSFHyVPitUoosW5wyEADj