geometry-tower-defense/design/gdd/reviews/node-system-review-log.md

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# node-system.md — Review Log
## Review — 2026-04-29 — Verdict: MAJOR REVISION NEEDED (first pass)
**Scope signal**: XL
**Specialists**: game-designer, systems-designer, qa-lead, ux-designer, creative-director
**Blocking items**: 8 | **Recommended**: 9
**Summary**: First review found critical spec/implementation contradiction (node types are fixed in code, not randomized as spec stated), arithmetic impossibility in TotalGold tables (3 inconsistent values: 830/750/670), missing Shop/Event system definitions, and LossPenalty system completely unimplemented. Creative director synthesis concluded this constitutes "fundamental design integrity failure" requiring major revision.
**Prior verdict resolved**: N/A (first review)
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## Review — 2026-04-29 — Verdict: NEEDS REVISION (post-revision)
**Scope signal**: XL
**Specialists**: game-designer, systems-designer, qa-lead, ux-designer, creative-director
**Blocking items**: 0 (resolved) | **Recommended**: 9 (partially addressed)
**Summary**: All 8 blocking items resolved in-session. Key changes: spec updated to fixed node sequence (matching implementation), TotalGold rebuilt using DRLevel.RewardGold, Position 9 probability gap fixed, LossPenalty marked [NOT YET IMPLEMENTED], all 7 broken ACs corrected, BaseHp=0 design resolved (any loss = run end), architecture references fixed. Remaining recommended items: Shop/Event systems need separate GDDs, accessibility improvements pending.
**Prior verdict resolved**: Yes — original MAJOR REVISION NEEDED addressed; design now internally consistent and implementable pending Shop/Event GDDs.
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## Review — 2026-04-29 — Verdict: MAJOR REVISION NEEDED (second review — pre-revision)
**Scope signal**: L
**Specialists**: game-designer, systems-designer, qa-lead, creative-director
**Blocking items**: 6 | **Recommended**: 8
**Summary**: Second review found economy mathematically broken (Boss=70% total gold, shop decorative), fantasy contradiction (enemy composition never revealed to player), BaseHp structurally meaningless (any loss=instant run end), AC5/7/9/10/13 not independently testable, Shop/Event code exists but no GDD, stale NodeComponent reference in diagram. All 6 blocking items resolved in-session.
**Prior verdict resolved**: Yes — first NEEDS REVISION addressed; new issues were economy balance, fantasy consistency, and testability.
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## Review — 2026-04-29 — Verdict: NEEDS REVISION (third review — post revision)
**Scope signal**: L
**Specialists**: game-designer, systems-designer, qa-lead, ux-designer, creative-director
**Blocking items**: 3 | **Recommended**: 6
**Summary**: Third review found 3 blocking issues: (1) TotalGold range stated as 780 but table sums to 1100 — fixed to 1100; (2) BossEffectiveHp GDD formula (linear × LoopScaling, 5× cap) didn't match code (exponential × 2^n, no cap) — GDD reconciled to match code; (3) Assembly Phase forced blind commitment before seeing next node types, contradicting stated Player Fantasy — fixed by showing Next Node Preview on Assembly screen before Ready. All 3 blocking items resolved in-session. Remaining recommended items: 2-choice differentiation unspecified, Boss scaling disconnected from run performance, Event node design unspecified, accessibility gaps, "within 2 seconds" unenforceable, single-loss zero-partial-rewards design.
**Prior verdict resolved**: Yes — second MAJOR REVISION NEEDED addressed; new issues were economy arithmetic, spec/code mismatch, and Assembly Phase UX flow.
---
## Review — 2026-04-30 — Verdict: MAJOR REVISION NEEDED (fourth review)
**Scope signal**: XL
**Specialists**: game-designer, systems-designer, economy-designer, qa-lead, ux-designer, creative-director
**Blocking items**: 8 | **Recommended**: 9
**Summary**: Fourth review found 8 blocking issues: (1) Both edges lead to identical node types — cosmetic choice, not tactical (all 5 specialists converged); (2) Early economy starvation — 300g first shop arrival, Red costs 200-220g, shop non-functional; (3) Boss difficulty completely uncorrelated with run performance (nodesCompleted has zero effect); (4) Core Rules vs UI Requirements contradiction on Assembly Phase entry; (5) TotalGold n=1-9 ambiguous (count vs indices), Boss loop count domain 0-∞ but clamped; (6) Coin currency has no documented sink; (7) AC coverage gaps for Core Rules 3, 5, 9; (8) Boss VFX color crimson (Combat color) contradicts Color Palette gold/amber. All 8 resolved in-session. Key changes: edge divergence clarified as level-variant model; first shop tiered to White/Green only; Boss formula extended with (1 + 0.1 × nodesCompleted) multiplier; Assembly Phase set to auto-enter; Boss VFX color reconciled to amber/gold; Coin sink clarified (CombatNode intra-combat tower building); 5 new ACs added. Re-review in fresh session recommended.
**Prior verdict resolved**: Yes — third NEEDS REVISION addressed; new critical issues were false-choice architecture, economy starvation, Boss uncorrelation, and spec contradictions.