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README.md ADDED
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1
+ ---
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+ license: other
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+ tags:
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+ - evaluation
5
+ - agentic-sft
6
+ ---
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+
8
+ # GameDoctor evaluation results
9
+
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+ Scores and generated games for the three-stage agentic-SFT ablation on
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+ Qwen3.8-27B.
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+
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+ ## Contents
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+
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+ - `scores/` — 15 JSON files: 5 arms × 3 judged passes
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+ - `games_s2new.tar.gz`, `games_s3new.tar.gz` — the generated game trees for the
17
+ reweighted stage-2 and stage-3 arms, including `dist/` builds
18
+
19
+ ## Protocol
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+
21
+ Three briefs with **zero overlap** with any training set:
22
+ `platformer-thunder-valkyrie`, `puzzle-circuit-wizard`, `roguelike-breach-tactics`.
23
+
24
+ Every arm generated through the same agent harness at identical settings — smoke
25
+ disabled (its built-in loop is a *repair* loop and would turn a generation
26
+ comparison into a repair one), 16k output cap, 6 continuation nudges, 1-hour
27
+ request timeout — served by vLLM on a single H100 with the adapter merged into the
28
+ base weights.
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+
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+ Scoring is two-stage:
31
+
32
+ 1. **BUILD gate.** A headless browser must load `dist/index.html`. This is what
33
+ most of the signal turns out to be.
34
+ 2. **Rubric.** A vision model scores auto-derived requirements across Core
35
+ Mechanics, Content Depth, Functional Visuals, Presentation & Art, over three
36
+ passes.
37
+
38
+ ## Two exclusions that matter
39
+
40
+ - **A failed judge call is retried three times, then dropped — never averaged as
41
+ zero.** Scoring one as 0.0 once moved an arm from 0.337 to 0.211, larger than
42
+ any effect being measured. Judge errors ran 3 of 33 rows here.
43
+ - **A game with no `dist/` at all is excluded**, because that means the generation
44
+ run was stopped by hand — a property of the run, not the model. A `dist/` that
45
+ exists and fails to boot is the opposite case and is scored **0.0**, which is
46
+ exactly what the BUILD gate is for.
47
+
48
+ ## Results
49
+
50
+ | model | platformer | puzzle | roguelike | mean* | games that run |
51
+ |---|---|---|---|---|---|
52
+ | untuned base | 0.193 | 0.000 | — | 0.077 | 1/2 |
53
+ | stage-3 v1 | 0.284 | 0.301 | 0.310 | **0.293** | **3/3** |
54
+ | stage-2 reweighted | 0.000 | 0.334 | — | 0.167 | 1/2 |
55
+ | stage-3 reweighted, run 1 | 0.000 | 0.000 | — | 0.000 | 0/2 |
56
+ | stage-3 reweighted, run 2 | 0.597 | 0.000 | — | 0.149 | 1/2 |
57
+
58
+ \* mean over platformer + puzzle, the two briefs every arm completed. Roguelike
59
+ exists only for stage-3 v1, so it is excluded from every mean.
60
+
61
+ ## The finding that matters
62
+
63
+ **The last two rows are the same adapter, evaluated twice.** Same briefs, same
64
+ settings, same merged weights. They differ by 0.149 — larger than the gap between
65
+ any two *different* models in the table. At two comparable briefs this evaluation
66
+ is noisier than the effect it was built to measure, so the ordering is
67
+ **unresolved**. An earlier version of this analysis concluded the reweighted
68
+ stage-3 was clearly worse; that conclusion was withdrawn when the second run
69
+ landed.
70
+
71
+ ## The recurring bug
72
+
73
+ Most zeros share one cause: the game builds, the browser loads it, and Phaser
74
+ refuses a second scene registration.
75
+
76
+ ```
77
+ Cannot add Scene with duplicate key: CircuitScene
78
+ ```
79
+
80
+ The reweighted adapters tend to write:
81
+
82
+ ```ts
83
+ for (let i = 1; i <= 10; i++)
84
+ game.scene.add(`CircuitLevel${i}`, CircuitScene);
85
+ // while CircuitScene.ts does: constructor() { super({ key: 'CircuitScene' }); }
86
+ ```
87
+
88
+ Phaser takes the key from the class, not the `add()` call, so every iteration after
89
+ the first collides. Stage-3 v1, given the identical brief, writes one class per
90
+ level and boots.
91
+
92
+ Frequency: 3 of 5 games from reweighted adapters; 0 from v1 or base. But the
93
+ reweighted stage-3's second run wrote the *correct* pattern for its platformer and
94
+ that game booted on all three passes — so this is a frequent habit, not a
95
+ deterministic defect.
96
+
97
+ ## Reproducing a score
98
+
99
+ ```bash
100
+ python run_quality_eval.py --batch <games-dir> --out scores.json --base-port 6100
101
+ ```
102
+ Requires `QUALITY_JUDGE_BASE_URL`, `QUALITY_JUDGE_API_KEY`, `QUALITY_JUDGE_MODEL`,
103
+ and a Playwright chromium. `QUALITY_JUDGE_ATTEMPTS=3` enables the retry-then-drop
104
+ behaviour described above.
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+ [
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+ {
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+ "task_id": "platformer-thunder-valkyrie",
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+ "name": "Platformer Thunder Valkyrie",
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+ "motion_model": "platformer",
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+ "build": 1.0,
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+ "scenes_seen": [
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+ "HangarScene"
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+ ],
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+ "n_scenes": 1,
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+ "reached_win": false,
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+ "reached_lose": false,
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+ "enemies_max": 0,
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+ "end_status": "running"
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+ "judge_model": "gpt-5.5",
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+ "judge_error": "no JSON object found in judge response; raw: ''",
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+ "judge_attempts": 3,
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+ "reward": 0.0,
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+ "category_means": {
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+ "Core Mechanics": 0.0,
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+ "Presentation & Art": 0.0
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+ "id": "M1",
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+ "category": "Core Mechanics",
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+ "agg": "max",
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+ "score": 0.0,
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+ "rationale": "judge failed: no JSON object found in judge response; raw: ''",
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+ "category": "Core Mechanics",
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+ "score": 0.0,
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+ "rationale": "judge failed: no JSON object found in judge response; raw: ''",
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+ "score": 0.0,
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+ "rationale": "judge failed: no JSON object found in judge response; raw: ''",
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+ "category": "Core Mechanics",
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+ "category": "Functional Visuals",
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+ "rationale": "judge failed: no JSON object found in judge response; raw: ''",
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+ "rationale": "judge failed: no JSON object found in judge response; raw: ''",
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+ "rationale": "judge failed: no JSON object found in judge response; raw: ''",
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+ "frames": []
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+ }
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+ ],
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+ "formula": "BUILD * (0.25*((M1+M2+M3+M4)/4) + 0.25*((D1+D2+D3)/3) + 0.20*((V1+V2+V3)/3) + 0.30*((A1+A2+A3)/3))",
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+ "feedback": {
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+ "n_with_screenshot": 6
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+ }
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+ },
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+ {
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+ "task_id": "puzzle-circuit-wizard",
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+ "name": "Puzzle Circuit Wizard",
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+ "motion_model": "platformer",
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+ "build": 0.0,
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+ "build_error": "Cannot read properties of undefined (reading 'inputs')",
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+ "reward": 0.0,
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+ "requirements": [],
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+ "video": null,
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+ "note": "BUILD=0 (does not boot) — judge skipped"
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+ }
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+ ]
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+ [
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+ {
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+ "id": "M1",
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+ "category": "Core Mechanics",
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+ "agg": "max",
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+ "score": 0.0,
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+ "rationale": "No platformer character or playable movement is ever shown; the recording only reaches a title screen and a static hangar menu.",
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+ "frames": [
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+ "id": "M2",
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+ "category": "Core Mechanics",
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+ "agg": "max",
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+ "score": 0.0,
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+ "rationale": "The signature twist mechanic is not shown or explained anywhere in the visible frames.",
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+ "id": "M3",
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+ "category": "Core Mechanics",
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+ "agg": "max",
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+ "score": 0.0,
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+ "rationale": "No hostile entities, pursuit, attacks, or gameplay threats are visible because no playable level is reached.",
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+ "frames": [
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+ "id": "M4",
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+ "category": "Core Mechanics",
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+ "agg": "max",
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+ "score": 0.0,
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+ "rationale": "Although a title screen and hangar/menu are visible, there is no observable playable level, progression, win state, or lose state.",
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+ "frames": [
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+ ]
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+ "id": "D1",
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+ "category": "Content Depth",
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+ "agg": "max",
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+ "score": 0.0,
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+ "rationale": "No levels or stages are shown, so there is no evidence of escalating the same mechanics.",
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+ "frames": [
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+ "id": "D2",
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+ "category": "Content Depth",
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+ "agg": "max",
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+ "score": 0.0,
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+ "rationale": "No twist mechanic is visible in action, so it cannot be shown creating decisions or strategy.",
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+ "frames": [
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+ "id": "D3",
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+ "category": "Content Depth",
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+ "agg": "max",
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+ "score": 0.0,
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+ "rationale": "The only visible distinctions are menu upgrade categories; no gameplay entities or obstacles are shown behaving differently.",
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+ "id": "V1",
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+ "category": "Functional Visuals",
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+ "agg": "mean",
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+ "score": 0.2,
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+ "rationale": "The hangar UI has key information such as gold, but there is no gameplay HUD for HP/time/score/objective, and several small gray descriptions and cost labels are low-contrast and hard to read.",
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+ "frames": [
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+ "id": "V2",
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+ "category": "Functional Visuals",
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+ "agg": "mean",
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+ "score": 0.0,
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+ "rationale": "The game never shows a how-to-play screen, control legend, or clear gameplay objective beyond 'PRESS ENTER' and 'LAUNCH SORTIE'.",
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+ "frames": [
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+ ]
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+ "id": "V3",
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+ "category": "Functional Visuals",
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+ "agg": "mean",
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+ "score": 0.0,
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+ "rationale": "The recording is mostly static menus with no visible gameplay interactions, hit feedback, particles, score popups, or other responsive action feedback.",
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+ "frames": [
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+ "id": "A1",
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+ "category": "Presentation & Art",
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+ "agg": "mean",
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+ "score": 0.7,
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+ "rationale": "The title uses an illustrated galaxy image and the UI is styled, but no actual player/enemy/gameplay sprites are visible to verify asset quality in play.",
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+ "frames": [
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+ 11
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+ ]
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+ },
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+ {
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+ "id": "A2",
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+ "category": "Presentation & Art",
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+ "agg": "mean",
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+ "score": 0.5,
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+ "requirements": [],
350
+ "video": null,
351
+ "note": "BUILD=0 (does not boot) — judge skipped"
352
+ }
353
+ ]
scores/base_clean_pass3.json ADDED
@@ -0,0 +1,212 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
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+ {
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+ "task_id": "platformer-thunder-valkyrie",
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+ "name": "Platformer Thunder Valkyrie",
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+ "motion_model": "platformer",
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+ "build": 1.0,
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51
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+ "rationale": "No playable platformer character or movement is shown; the recording stops on the title and hangar/menu screens, so arrow/A-D movement and jumping cannot be verified.",
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+ },
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+ "rationale": "The signature twist mechanic is never shown functioning; no gameplay appears beyond menus.",
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+ "frames": [
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+ ]
68
+ },
69
+ {
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+ "id": "M3",
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+ "category": "Core Mechanics",
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+ "rationale": "No hostile entities, attacks, pursuit behavior, or player danger are visible anywhere in the recording.",
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+ },
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+ {
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+ "id": "M4",
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+ "category": "Core Mechanics",
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+ "rationale": "Only loading, title, and hangar/upgrade screens are shown; there is no playable level, visible progression, win state, or lose state.",
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+ "frames": [
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+ ]
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+ },
92
+ {
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+ "id": "D1",
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+ "category": "Content Depth",
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+ "score": 0.0,
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+ "rationale": "No levels or stages are entered, so escalation of mechanics cannot be observed.",
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+ "frames": [
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+ ]
102
+ },
103
+ {
104
+ "id": "D2",
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+ "category": "Content Depth",
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+ "agg": "max",
107
+ "score": 0.0,
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+ "rationale": "Because the twist mechanic is absent from visible play, it cannot create decisions or strategy.",
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+ "frames": [
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112
+ ]
113
+ },
114
+ {
115
+ "id": "D3",
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+ "category": "Content Depth",
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+ "agg": "max",
118
+ "score": 0.0,
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+ "rationale": "The hangar lists different upgrade categories, but no entities, obstacles, or gameplay elements are shown behaving differently.",
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+ ]
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+ },
125
+ {
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+ "id": "V1",
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+ "agg": "mean",
129
+ "score": 0.2,
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+ "rationale": "The hangar contains key state like gold and upgrade levels, but much of the descriptive and button text is very small and low-contrast, and no gameplay HUD for HP/time/score/objective is shown.",
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+ "frames": [
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+ ]
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+ },
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+ {
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+ "id": "V2",
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+ "agg": "mean",
141
+ "score": 0.0,
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+ "rationale": "The game only prompts 'PRESS ENTER' and shows a 'LAUNCH SORTIE' button; it never displays movement/jump controls or a clear gameplay objective.",
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+ ]
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+ "id": "V3",
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+ "agg": "mean",
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+ "score": 0.0,
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+ "id": "A1",
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+ "agg": "mean",
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+ "score": 0.6,
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+ "rationale": "The title uses a real illustrated space background and the UI is styled, but no actual in-game character, enemy, platform, or object sprites are shown.",
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+ },
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+ "score": 0.7,
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+ "rationale": "The visible neon/space hangar presentation is internally consistent, but without gameplay it is not possible to confirm that the art direction matches the intended platformer experience.",
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+ },
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+ {
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+ },
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+ "name": "Puzzle Circuit Wizard",
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+ "requirements": [],
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+ "video": null,
210
+ "note": "BUILD=0 (does not boot) — judge skipped"
211
+ }
212
+ ]
scores/s2new_clean_pass1.json ADDED
@@ -0,0 +1,213 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
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+ {
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+ "task_id": "platformer-thunder-valkyrie",
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+ "name": "Platformer Thunder Valkyrie",
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+ "id": "M1",
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+ "score": 0.0,
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+ "rationale": "This recording shows a circuit-connection puzzle interface, not a platformer character controlled with A/D or arrow keys and Space jump, so platformer movement is not demonstrated.",
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+ "frames": [
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+ },
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+ "category": "Core Mechanics",
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+ "score": 0.0,
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+ "rationale": "No platformer signature twist mechanic is visible in play; the recording only shows a mostly static circuit puzzle screen and toolbox.",
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+ ]
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+ },
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+ "category": "Core Mechanics",
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+ "agg": "max",
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+ "score": 0.0,
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+ "rationale": "There are no hostile entities pursuing or attacking the player anywhere in the playable screen, so the intended pressure is absent.",
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+ ]
91
+ },
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+ {
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+ "id": "M4",
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+ "category": "Core Mechanics",
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+ "agg": "max",
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+ "score": 0.0,
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+ "rationale": "Although a title screen, how-to overlay, and level UI appear, no win state, lose state, level completion, or visible progression is reached or demonstrated.",
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+ ]
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+ },
104
+ {
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+ "rationale": "Only level 1/6 is shown and no later stages or escalating challenge are demonstrated.",
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+ ]
114
+ },
115
+ {
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+ "agg": "max",
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+ "score": 0.0,
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+ "rationale": "No signature twist is shown affecting decisions or outcomes; the visible play consists of hovering/clicking static circuit UI elements without a strategic mechanic unfolding.",
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+ "frames": [
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123
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+ 36
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+ ]
126
+ },
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+ {
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+ "id": "D3",
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+ "category": "Content Depth",
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+ "agg": "max",
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+ "score": 0.2,
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+ "rationale": "Input/output nodes and gate types are visible, but their different behaviors are not demonstrated because no gates are placed, wires completed, or signal test results shown.",
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+ 25
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+ ]
138
+ },
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+ {
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+ "id": "V1",
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+ "category": "Functional Visuals",
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+ "agg": "mean",
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+ "score": 0.35,
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+ "rationale": "HUD and screen text are not fully clean: the top objective is truncated at the right edge, the title screen text is low-contrast against a busy dark background, and tiny node labels are hard to read.",
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+ "frames": [
146
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+ ]
151
+ },
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+ {
153
+ "id": "V2",
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+ "category": "Functional Visuals",
155
+ "agg": "mean",
156
+ "score": 0.85,
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+ "rationale": "The how-to modal clearly lists click, drag, test, delete, reset/undo controls and states the goal to light every output, though the top in-level objective line is clipped.",
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+ "frames": [
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+ 9,
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+ 10
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+ ]
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+ },
163
+ {
164
+ "id": "V3",
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+ "category": "Functional Visuals",
166
+ "agg": "mean",
167
+ "score": 0.4,
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+ "rationale": "There is limited feedback such as a red selection ring and warning text, but no meaningful action feedback like signal animation, success/failure result, particles, or score changes is shown.",
169
+ "frames": [
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+ 11,
171
+ 15,
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+ 25
173
+ ]
174
+ },
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+ {
176
+ "id": "A1",
177
+ "category": "Presentation & Art",
178
+ "agg": "mean",
179
+ "score": 0.85,
180
+ "rationale": "The game uses an illustrated neon circuit-board background and styled UI rather than only placeholder rectangles, though some functional pieces are simple icon-like shapes.",
181
+ "frames": [
182
+ 6
183
+ ]
184
+ },
185
+ {
186
+ "id": "A2",
187
+ "category": "Presentation & Art",
188
+ "agg": "mean",
189
+ "score": 0.9,
190
+ "rationale": "The dark neon circuitry, glowing UI, and electronic theme are visually consistent with a circuit-puzzle mood.",
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+ "frames": []
192
+ },
193
+ {
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+ "id": "A3",
195
+ "category": "Presentation & Art",
196
+ "agg": "mean",
197
+ "score": 0.35,
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+ "rationale": "Layout defects are visible: the top objective text is cut off with ellipsis and red warning text overlaps/cramps the toolbox gate labels.",
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+ "frames": [
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+ 6,
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+ 15,
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+ 25
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+ ]
204
+ }
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+ ],
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+ "formula": "BUILD * (0.25*((M1+M2+M3+M4)/4) + 0.25*((D1+D2+D3)/3) + 0.20*((V1+V2+V3)/3) + 0.30*((A1+A2+A3)/3))",
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+ "feedback": {
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+ "n_issues": 4,
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+ "n_unverified": 6,
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+ "n_with_screenshot": 3
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+ }
212
+ }
213
+ ]
scores/s2new_clean_pass2.json ADDED
@@ -0,0 +1,199 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
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+ {
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+ "task_id": "platformer-thunder-valkyrie",
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+ "name": "Platformer Thunder Valkyrie",
5
+ "motion_model": "platformer",
6
+ "build": 0.0,
7
+ "build_error": "Cannot add Scene with duplicate key: ValkyrieStage1",
8
+ "reward": 0.0,
9
+ "requirements": [],
10
+ "video": null,
11
+ "note": "BUILD=0 (does not boot) — judge skipped"
12
+ },
13
+ {
14
+ "task_id": "puzzle-circuit-wizard",
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+ "name": "Puzzle Circuit Wizard",
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+ "motion_model": "platformer",
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+ "build": 1.0,
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+ "build_error": null,
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+ "video": "/tmp/lucy_games/eval_out_lucy/s2new/puzzle-circuit-wizard/quality/replay.mp4",
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+ "frames": 34,
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+ "trace_source": "default",
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+ "probe": {
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+ "score_changed": false,
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+ "hp_changed": false,
26
+ "has_player": true,
27
+ "scenes_seen": [
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+ "CircuitLevel1"
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+ ],
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+ "n_scenes": 1,
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+ "reached_win": false,
32
+ "reached_lose": false,
33
+ "enemies_max": 0,
34
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35
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36
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37
+ "enemy_alive_seen": false,
38
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39
+ "second_cycle_ok": null,
40
+ "second_cycle_stale_end": null,
41
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42
+ "end_pos": [
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+ 30,
44
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+ ],
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+ "end_status": "running"
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+ },
48
+ "judge_model": "gpt-5.5",
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+ "judge_attempts": 2,
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+ "reward": 0.3267,
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+ "category_means": {
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+ "Core Mechanics": 0.0,
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+ "Content Depth": 0.067,
54
+ "Functional Visuals": 0.5,
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+ "Presentation & Art": 0.7
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+ },
57
+ "requirements": [
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+ {
59
+ "id": "M1",
60
+ "category": "Core Mechanics",
61
+ "agg": "max",
62
+ "score": 0.0,
63
+ "rationale": "No platformer character, arrow/A-D movement, or Space jump behavior is visible; the recording shows a static circuit-puzzle board instead.",
64
+ "frames": [
65
+ 5
66
+ ]
67
+ },
68
+ {
69
+ "id": "M2",
70
+ "category": "Core Mechanics",
71
+ "agg": "max",
72
+ "score": 0.0,
73
+ "rationale": "The requested signature platformer twist is not shown functioning; only a circuit-connection puzzle interface is visible.",
74
+ "frames": [
75
+ 5
76
+ ]
77
+ },
78
+ {
79
+ "id": "M3",
80
+ "category": "Core Mechanics",
81
+ "agg": "max",
82
+ "score": 0.0,
83
+ "rationale": "No hostile entities pursue, attack, or pressure the player anywhere in the shown playthrough.",
84
+ "frames": [
85
+ 5
86
+ ]
87
+ },
88
+ {
89
+ "id": "M4",
90
+ "category": "Core Mechanics",
91
+ "agg": "max",
92
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+ }
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+ }
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+ ]
scores/s2new_clean_pass3.json ADDED
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1
+ [
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+ "name": "Platformer Thunder Valkyrie",
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+ },
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+ }
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+ }
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+ ]
scores/s3new_clean_pass1.json ADDED
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1
+ [
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+ {
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+ "rationale": "judge failed: no JSON object found in judge response; raw: ''",
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+ "frames": []
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+ "n_with_screenshot": 6
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+ }
159
+ },
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+ {
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+ "task_id": "puzzle-circuit-wizard",
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+ "name": "Puzzle Circuit Wizard",
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+ "motion_model": "platformer",
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+ "build": 0.0,
165
+ "build_error": "Cannot add Scene with duplicate key: undefined",
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+ "reward": 0.0,
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+ "video": null,
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+ "note": "BUILD=0 (does not boot) — judge skipped"
170
+ }
171
+ ]
scores/s3new_clean_pass2.json ADDED
@@ -0,0 +1,201 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
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+ {
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+ "task_id": "platformer-thunder-valkyrie",
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+ "name": "Platformer Thunder Valkyrie",
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+ "score": 0.9,
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+ "rationale": "The player character visibly runs, jumps, and traverses platforms responsively during gameplay, but the recording does not show the actual key prompts or input mapping.",
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+ "frames": []
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+ },
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+ {
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+ "id": "M2",
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+ "category": "Core Mechanics",
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+ "agg": "max",
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+ "score": 0.5,
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+ "rationale": "A dash-like cooldown is visible in the HUD and the player appears to move with blue energy effects, but the recording never clearly establishes this as the signature twist mechanic or shows a unique twist beyond a common platformer dash.",
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+ "frames": [
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+ "id": "A1",
160
+ "category": "Presentation & Art",
161
+ "agg": "mean",
162
+ "score": 1.0,
163
+ "rationale": "The game uses illustrated neon sci-fi backgrounds, ship art, and styled UI rather than placeholder rectangles or default shapes.",
164
+ "frames": []
165
+ },
166
+ {
167
+ "id": "A2",
168
+ "category": "Presentation & Art",
169
+ "agg": "mean",
170
+ "score": 1.0,
171
+ "rationale": "The dark neon space palette, glowing ship, stars, and sci-fi panels match the apparent deep-space arcade visual mood.",
172
+ "frames": []
173
+ },
174
+ {
175
+ "id": "A3",
176
+ "category": "Presentation & Art",
177
+ "agg": "mean",
178
+ "score": 0.4,
179
+ "rationale": "The overall layout is mostly aligned, but the title-screen 'PRESS ENTER' text sits over a busy glowing ship/cloud area and is low-contrast enough to count as a layout/readability defect.",
180
+ "frames": [
181
+ 4
182
+ ]
183
+ }
184
+ ],
185
+ "formula": "BUILD * (0.25*((M1+M2+M3+M4)/4) + 0.25*((D1+D2+D3)/3) + 0.20*((V1+V2+V3)/3) + 0.30*((A1+A2+A3)/3))",
186
+ "feedback": {
187
+ "n_issues": 5,
188
+ "n_unverified": 6,
189
+ "n_with_screenshot": 4
190
+ }
191
+ },
192
+ {
193
+ "task_id": "puzzle-circuit-wizard",
194
+ "name": "Puzzle Circuit Wizard",
195
+ "motion_model": "platformer",
196
+ "build": 1.0,
197
+ "build_error": null,
198
+ "video": "/tmp/lucy_games/eval_out_lucy/stage3/puzzle-circuit-wizard/quality/replay.mp4",
199
+ "frames": 124,
200
+ "trace_source": "default",
201
+ "probe": {
202
+ "moved": false,
203
+ "score_changed": false,
204
+ "hp_changed": false,
205
+ "has_player": true,
206
+ "scenes_seen": [
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+ "CircuitLevel1"
208
+ ],
209
+ "n_scenes": 1,
210
+ "reached_win": false,
211
+ "reached_lose": false,
212
+ "enemies_max": 0,
213
+ "hazards_max": 0,
214
+ "pickups_max": 0,
215
+ "timer_seen": false,
216
+ "enemy_alive_seen": false,
217
+ "second_cycle_attempted": false,
218
+ "second_cycle_ok": null,
219
+ "second_cycle_stale_end": null,
220
+ "js_error": null,
221
+ "end_pos": [
222
+ 702,
223
+ 364
224
+ ],
225
+ "end_status": "running"
226
+ },
227
+ "judge_model": "gpt-5.5",
228
+ "judge_attempts": 1,
229
+ "reward": 0.2717,
230
+ "category_means": {
231
+ "Core Mechanics": 0.0,
232
+ "Content Depth": 0.033,
233
+ "Functional Visuals": 0.217,
234
+ "Presentation & Art": 0.733
235
+ },
236
+ "requirements": [
237
+ {
238
+ "id": "M1",
239
+ "category": "Core Mechanics",
240
+ "agg": "max",
241
+ "score": 0.0,
242
+ "rationale": "No platformer character, walking, or jumping is visible; add and demonstrate arrow/A-D movement and Space jumping in the playable scene.",
243
+ "frames": [
244
+ 4,
245
+ 40
246
+ ]
247
+ },
248
+ {
249
+ "id": "M2",
250
+ "category": "Core Mechanics",
251
+ "agg": "max",
252
+ "score": 0.0,
253
+ "rationale": "The signature twist mechanic is not visibly demonstrated; only a static logic-puzzle board and text are shown without the mechanic working in play.",
254
+ "frames": [
255
+ 4,
256
+ 40
257
+ ]
258
+ },
259
+ {
260
+ "id": "M3",
261
+ "category": "Core Mechanics",
262
+ "agg": "max",
263
+ "score": 0.0,
264
+ "rationale": "There are no hostile entities pursuing or attacking the player, so the intended active pressure is absent.",
265
+ "frames": [
266
+ 4,
267
+ 40
268
+ ]
269
+ },
270
+ {
271
+ "id": "M4",
272
+ "category": "Core Mechanics",
273
+ "agg": "max",
274
+ "score": 0.0,
275
+ "rationale": "Although a title screen and a puzzle screen appear, no visible progression to a win or lose state is demonstrated.",
276
+ "frames": [
277
+ 2,
278
+ 4,
279
+ 40
280
+ ]
281
+ },
282
+ {
283
+ "id": "D1",
284
+ "category": "Content Depth",
285
+ "agg": "max",
286
+ "score": 0.0,
287
+ "rationale": "No multiple stages or escalating level sequence is shown; the recording remains on one unchanged puzzle screen.",
288
+ "frames": [
289
+ 4,
290
+ 40
291
+ ]
292
+ },
293
+ {
294
+ "id": "D2",
295
+ "category": "Content Depth",
296
+ "agg": "max",
297
+ "score": 0.0,
298
+ "rationale": "Because the twist is never shown functioning, it creates no observable decisions or strategy in the recorded play.",
299
+ "frames": [
300
+ 4,
301
+ 40
302
+ ]
303
+ },
304
+ {
305
+ "id": "D3",
306
+ "category": "Content Depth",
307
+ "agg": "max",
308
+ "score": 0.1,
309
+ "rationale": "A NOT gate, source/output markers, and a test button are visible, but their different behaviors are not demonstrated through interaction.",
310
+ "frames": [
311
+ 4,
312
+ 40
313
+ ]
314
+ },
315
+ {
316
+ "id": "V1",
317
+ "category": "Functional Visuals",
318
+ "agg": "mean",
319
+ "score": 0.3,
320
+ "rationale": "HUD text is partly hard to read: the right objective text is tiny and clipped/cramped, the left NOT-gate label is crowded, and some title text sits over a busy low-contrast background.",
321
+ "frames": [
322
+ 2,
323
+ 4
324
+ ]
325
+ },
326
+ {
327
+ "id": "V2",
328
+ "category": "Functional Visuals",
329
+ "agg": "mean",
330
+ "score": 0.35,
331
+ "rationale": "The goal is partly communicated by the objective panel and title tagline, but no clear control/how-to legend is shown and the objective text is cramped and partially cut off.",
332
+ "frames": [
333
+ 2,
334
+ 4
335
+ ]
336
+ },
337
+ {
338
+ "id": "V3",
339
+ "category": "Functional Visuals",
340
+ "agg": "mean",
341
+ "score": 0.0,
342
+ "rationale": "The gameplay scene is essentially static with no visible interaction feedback such as placement effects, signal animation, hit flashes, particles, or score changes.",
343
+ "frames": [
344
+ 4,
345
+ 40
346
+ ]
347
+ },
348
+ {
349
+ "id": "A1",
350
+ "category": "Presentation & Art",
351
+ "agg": "mean",
352
+ "score": 0.9,
353
+ "rationale": "The game uses illustrated neon circuit-board and city assets rather than relying entirely on placeholder rectangles or default shapes.",
354
+ "frames": []
355
+ },
356
+ {
357
+ "id": "A2",
358
+ "category": "Presentation & Art",
359
+ "agg": "mean",
360
+ "score": 1.0,
361
+ "rationale": "The dark neon circuit-board/cyberpunk style consistently matches the visible logic-circuit puzzle theme.",
362
+ "frames": []
363
+ },
364
+ {
365
+ "id": "A3",
366
+ "category": "Presentation & Art",
367
+ "agg": "mean",
368
+ "score": 0.3,
369
+ "rationale": "The layout has visible readability defects: right-panel objective text is clipped or too close to the edge, left inventory text is crammed, and title subtitles sit over a busy background.",
370
+ "frames": [
371
+ 2,
372
+ 4
373
+ ]
374
+ }
375
+ ],
376
+ "formula": "BUILD * (0.25*((M1+M2+M3+M4)/4) + 0.25*((D1+D2+D3)/3) + 0.20*((V1+V2+V3)/3) + 0.30*((A1+A2+A3)/3))",
377
+ "feedback": {
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+ "n_issues": 5,
379
+ "n_unverified": 6,
380
+ "n_with_screenshot": 4
381
+ }
382
+ },
383
+ {
384
+ "task_id": "roguelike-breach-tactics",
385
+ "name": "Roguelike Breach Tactics",
386
+ "motion_model": "platformer",
387
+ "build": 1.0,
388
+ "build_error": null,
389
+ "video": "/tmp/lucy_games/eval_out_lucy/stage3/roguelike-breach-tactics/quality/replay.mp4",
390
+ "frames": 77,
391
+ "trace_source": "default",
392
+ "probe": {
393
+ "moved": false,
394
+ "score_changed": false,
395
+ "hp_changed": false,
396
+ "has_player": false,
397
+ "scenes_seen": [
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+ "IslandMapScene"
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+ ],
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+ "n_scenes": 1,
401
+ "reached_win": false,
402
+ "reached_lose": false,
403
+ "enemies_max": 0,
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+ "hazards_max": 0,
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+ "pickups_max": 0,
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+ "timer_seen": false,
407
+ "enemy_alive_seen": false,
408
+ "second_cycle_attempted": false,
409
+ "second_cycle_ok": null,
410
+ "second_cycle_stale_end": null,
411
+ "js_error": null,
412
+ "end_pos": [
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+ 0,
414
+ 0
415
+ ],
416
+ "end_status": "running"
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+ },
418
+ "judge_model": "gpt-5.5",
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+ "judge_attempts": 1,
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+ "reward": 0.3023,
421
+ "category_means": {
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+ "Core Mechanics": 0.062,
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+ "Content Depth": 0.033,
424
+ "Functional Visuals": 0.267,
425
+ "Presentation & Art": 0.75
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+ },
427
+ "requirements": [
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+ {
429
+ "id": "M1",
430
+ "category": "Core Mechanics",
431
+ "agg": "max",
432
+ "score": 0.0,
433
+ "rationale": "No platformer character, movement, jumping, or responsive arrow/A-D/Space control is visible; the recording only reaches a static operation map.",
434
+ "frames": [
435
+ 9,
436
+ 40
437
+ ]
438
+ },
439
+ {
440
+ "id": "M2",
441
+ "category": "Core Mechanics",
442
+ "agg": "max",
443
+ "score": 0.0,
444
+ "rationale": "The signature twist is not shown functioning in play; phrases like 'READ THE INTENTS' appear on the title screen but no mechanic is demonstrated.",
445
+ "frames": [
446
+ 5,
447
+ 9
448
+ ]
449
+ },
450
+ {
451
+ "id": "M3",
452
+ "category": "Core Mechanics",
453
+ "agg": "max",
454
+ "score": 0.0,
455
+ "rationale": "No hostile entities actively pursuing or attacking the player are visible; the map only shows mission nodes and a boss label.",
456
+ "frames": [
457
+ 9,
458
+ 40
459
+ ]
460
+ },
461
+ {
462
+ "id": "M4",
463
+ "category": "Core Mechanics",
464
+ "agg": "max",
465
+ "score": 0.25,
466
+ "rationale": "There is a loading/title screen and an operation map, but no playable level, win state, lose state, or completed progression is shown.",
467
+ "frames": [
468
+ 5,
469
+ 9,
470
+ 40
471
+ ]
472
+ },
473
+ {
474
+ "id": "D1",
475
+ "category": "Content Depth",
476
+ "agg": "max",
477
+ "score": 0.1,
478
+ "rationale": "The map shows numbered stages and a boss path, but no stage gameplay is shown to prove escalating difficulty using the same mechanics.",
479
+ "frames": [
480
+ 9,
481
+ 40
482
+ ]
483
+ },
484
+ {
485
+ "id": "D2",
486
+ "category": "Content Depth",
487
+ "agg": "max",
488
+ "score": 0.0,
489
+ "rationale": "Because the twist mechanic is never demonstrated, it does not visibly create decisions, strategy, or affect outcomes.",
490
+ "frames": [
491
+ 5,
492
+ 9
493
+ ]
494
+ },
495
+ {
496
+ "id": "D3",
497
+ "category": "Content Depth",
498
+ "agg": "max",
499
+ "score": 0.0,
500
+ "rationale": "No entities or obstacles are shown behaving at all, so distinct behavior between different elements cannot be verified.",
501
+ "frames": [
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+ 9,
503
+ 40
504
+ ]
505
+ },
506
+ {
507
+ "id": "V1",
508
+ "category": "Functional Visuals",
509
+ "agg": "mean",
510
+ "score": 0.35,
511
+ "rationale": "Several text labels are hard to read due to small size and low contrast over the busy city background, especially the title subtitle and map node labels.",
512
+ "frames": [
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+ 5,
514
+ 9,
515
+ 40
516
+ ]
517
+ },
518
+ {
519
+ "id": "V2",
520
+ "category": "Functional Visuals",
521
+ "agg": "mean",
522
+ "score": 0.35,
523
+ "rationale": "The map explains how to select an island, but no platformer controls are shown and the actual gameplay objective remains unclear beyond vague reactor/boss/map labels.",
524
+ "frames": [
525
+ 9,
526
+ 40
527
+ ]
528
+ },
529
+ {
530
+ "id": "V3",
531
+ "category": "Functional Visuals",
532
+ "agg": "mean",
533
+ "score": 0.1,
534
+ "rationale": "The operation map remains essentially static and no gameplay action feedback such as hits, particles, flashes, or screen shake is demonstrated.",
535
+ "frames": [
536
+ 9,
537
+ 40
538
+ ]
539
+ },
540
+ {
541
+ "id": "A1",
542
+ "category": "Presentation & Art",
543
+ "agg": "mean",
544
+ "score": 0.95,
545
+ "rationale": "The game uses detailed illustrated cyberpunk city/map art rather than placeholder rectangles, with only minor reliance on simple UI overlays.",
546
+ "frames": []
547
+ },
548
+ {
549
+ "id": "A2",
550
+ "category": "Presentation & Art",
551
+ "agg": "mean",
552
+ "score": 0.9,
553
+ "rationale": "The dark blue neon tactical city presentation is consistent with the visible 'Breach Tactics' sci-fi strategy mood.",
554
+ "frames": []
555
+ },
556
+ {
557
+ "id": "A3",
558
+ "category": "Presentation & Art",
559
+ "agg": "mean",
560
+ "score": 0.4,
561
+ "rationale": "The overall composition is attractive, but important labels are placed over a busy background and some node/subtitle text is cramped and difficult to read.",
562
+ "frames": [
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+ 5,
564
+ 9,
565
+ 40
566
+ ]
567
+ }
568
+ ],
569
+ "formula": "BUILD * (0.25*((M1+M2+M3+M4)/4) + 0.25*((D1+D2+D3)/3) + 0.20*((V1+V2+V3)/3) + 0.30*((A1+A2+A3)/3))",
570
+ "feedback": {
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+ "n_issues": 5,
572
+ "n_unverified": 6,
573
+ "n_with_screenshot": 4
574
+ }
575
+ }
576
+ ]
scores/stage3_clean_pass2.json ADDED
@@ -0,0 +1,580 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "task_id": "platformer-thunder-valkyrie",
4
+ "name": "Platformer Thunder Valkyrie",
5
+ "motion_model": "platformer",
6
+ "build": 1.0,
7
+ "build_error": null,
8
+ "video": "/tmp/lucy_games/eval_out_lucy/stage3/platformer-thunder-valkyrie/quality/replay.mp4",
9
+ "frames": 67,
10
+ "trace_source": "default",
11
+ "probe": {
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+ "moved": false,
13
+ "score_changed": false,
14
+ "hp_changed": false,
15
+ "has_player": false,
16
+ "scenes_seen": [
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+ "HangarScene"
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+ ],
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+ "n_scenes": 1,
20
+ "reached_win": false,
21
+ "reached_lose": false,
22
+ "enemies_max": 0,
23
+ "hazards_max": 0,
24
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25
+ "timer_seen": false,
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27
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29
+ "second_cycle_stale_end": null,
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+ "js_error": null,
31
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+ 0,
33
+ 0
34
+ ],
35
+ "end_status": "running"
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+ },
37
+ "judge_model": "gpt-5.5",
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+ "reward": 0.3067,
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+ "category_means": {
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+ "Core Mechanics": 0.0,
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+ "Content Depth": 0.0,
43
+ "Functional Visuals": 0.233,
44
+ "Presentation & Art": 0.867
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+ },
46
+ "requirements": [
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+ {
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+ "id": "M1",
49
+ "category": "Core Mechanics",
50
+ "agg": "max",
51
+ "score": 0.0,
52
+ "rationale": "No platformer level or controllable character movement/jumping is shown; the recording only reaches a title screen and static hangar menu.",
53
+ "frames": [
54
+ 8,
55
+ 40
56
+ ]
57
+ },
58
+ {
59
+ "id": "M2",
60
+ "category": "Core Mechanics",
61
+ "agg": "max",
62
+ "score": 0.0,
63
+ "rationale": "The signature twist mechanic is not shown functioning anywhere in play; no gameplay beyond menus is visible.",
64
+ "frames": [
65
+ 8,
66
+ 40
67
+ ]
68
+ },
69
+ {
70
+ "id": "M3",
71
+ "category": "Core Mechanics",
72
+ "agg": "max",
73
+ "score": 0.0,
74
+ "rationale": "No hostile entities, pursuit, attacks, or any active gameplay threat are visible in the recorded frames.",
75
+ "frames": [
76
+ 8,
77
+ 40
78
+ ]
79
+ },
80
+ {
81
+ "id": "M4",
82
+ "category": "Core Mechanics",
83
+ "agg": "max",
84
+ "score": 0.0,
85
+ "rationale": "Although a title screen and hangar/deploy menu are visible, no playable level, progression, win state, or lose state is observable.",
86
+ "frames": [
87
+ 8,
88
+ 40
89
+ ]
90
+ },
91
+ {
92
+ "id": "D1",
93
+ "category": "Content Depth",
94
+ "agg": "max",
95
+ "score": 0.0,
96
+ "rationale": "No stages or escalating level design are shown; the recording remains on the hangar screen after the title.",
97
+ "frames": [
98
+ 8,
99
+ 40
100
+ ]
101
+ },
102
+ {
103
+ "id": "D2",
104
+ "category": "Content Depth",
105
+ "agg": "max",
106
+ "score": 0.0,
107
+ "rationale": "Because the twist mechanic is never demonstrated in gameplay, it cannot be seen creating decisions or strategy.",
108
+ "frames": [
109
+ 8,
110
+ 40
111
+ ]
112
+ },
113
+ {
114
+ "id": "D3",
115
+ "category": "Content Depth",
116
+ "agg": "max",
117
+ "score": 0.0,
118
+ "rationale": "No behaving entities or obstacles are demonstrated; the upgrade labels and ship art do not show differentiated gameplay behavior.",
119
+ "frames": [
120
+ 8,
121
+ 40
122
+ ]
123
+ },
124
+ {
125
+ "id": "V1",
126
+ "category": "Functional Visuals",
127
+ "agg": "mean",
128
+ "score": 0.3,
129
+ "rationale": "Several UI text elements are very small and low-contrast, especially the hangar subtitle and fine-print upgrade description on the right panel, so key state/readability is not fully legible.",
130
+ "frames": [
131
+ 8,
132
+ 9,
133
+ 40
134
+ ]
135
+ },
136
+ {
137
+ "id": "V2",
138
+ "category": "Functional Visuals",
139
+ "agg": "mean",
140
+ "score": 0.2,
141
+ "rationale": "The screens only communicate pressing Enter to start/deploy, but they do not show movement controls, jumping controls, or a clear gameplay objective.",
142
+ "frames": [
143
+ 4,
144
+ 8,
145
+ 40
146
+ ]
147
+ },
148
+ {
149
+ "id": "V3",
150
+ "category": "Functional Visuals",
151
+ "agg": "mean",
152
+ "score": 0.2,
153
+ "rationale": "The only visible feedback is a menu transition and subtle ship glow; there are no gameplay action effects such as hit flashes, particles, score popups, or impact feedback.",
154
+ "frames": [
155
+ 8,
156
+ 40
157
+ ]
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+ },
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scores/stage3_clean_pass3.json ADDED
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+ "rationale": "The screens show prompts like PRESS ENTER and DEPLOY - ENTER, but no control legend or clear gameplay objective is communicated to a new player.",
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+ "score": 0.1,
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+ "rationale": "Aside from subtle ambient glow on the ship/UI, the recording is mostly static and shows no interaction feedback such as hits, particles, score popups, or screen shake.",
154
+ "frames": [
155
+ 8,
156
+ 40
157
+ ]
158
+ },
159
+ {
160
+ "id": "A1",
161
+ "category": "Presentation & Art",
162
+ "agg": "mean",
163
+ "score": 1.0,
164
+ "rationale": "The game uses illustrated space backgrounds, a detailed ship sprite, and styled neon UI rather than obvious placeholder rectangles.",
165
+ "frames": []
166
+ },
167
+ {
168
+ "id": "A2",
169
+ "category": "Presentation & Art",
170
+ "agg": "mean",
171
+ "score": 1.0,
172
+ "rationale": "The dark space backdrop, neon cyan/magenta UI, and sci-fi ship art consistently match a deep-space arcade visual mood.",
173
+ "frames": []
174
+ },
175
+ {
176
+ "id": "A3",
177
+ "category": "Presentation & Art",
178
+ "agg": "mean",
179
+ "score": 0.4,
180
+ "rationale": "The overall layout is coherent, but small explanatory text in the hangar panel is cramped and low-contrast, and title/prompt text sits over a busy background during the intro.",
181
+ "frames": [
182
+ 3,
183
+ 8,
184
+ 40
185
+ ]
186
+ }
187
+ ],
188
+ "formula": "BUILD * (0.25*((M1+M2+M3+M4)/4) + 0.25*((D1+D2+D3)/3) + 0.20*((V1+V2+V3)/3) + 0.30*((A1+A2+A3)/3))",
189
+ "feedback": {
190
+ "n_issues": 5,
191
+ "n_unverified": 6,
192
+ "n_with_screenshot": 4
193
+ }
194
+ },
195
+ {
196
+ "task_id": "puzzle-circuit-wizard",
197
+ "name": "Puzzle Circuit Wizard",
198
+ "motion_model": "platformer",
199
+ "build": 1.0,
200
+ "build_error": null,
201
+ "video": "/tmp/lucy_games/eval_out_lucy/stage3/puzzle-circuit-wizard/quality/replay.mp4",
202
+ "frames": 48,
203
+ "trace_source": "default",
204
+ "probe": {
205
+ "moved": false,
206
+ "score_changed": false,
207
+ "hp_changed": false,
208
+ "has_player": true,
209
+ "scenes_seen": [
210
+ "CircuitLevel1"
211
+ ],
212
+ "n_scenes": 1,
213
+ "reached_win": false,
214
+ "reached_lose": false,
215
+ "enemies_max": 0,
216
+ "hazards_max": 0,
217
+ "pickups_max": 0,
218
+ "timer_seen": false,
219
+ "enemy_alive_seen": false,
220
+ "second_cycle_attempted": false,
221
+ "second_cycle_ok": null,
222
+ "second_cycle_stale_end": null,
223
+ "js_error": null,
224
+ "end_pos": [
225
+ 702,
226
+ 364
227
+ ],
228
+ "end_status": "running"
229
+ },
230
+ "judge_model": "gpt-5.5",
231
+ "judge_attempts": 1,
232
+ "reward": 0.3073,
233
+ "category_means": {
234
+ "Core Mechanics": 0.113,
235
+ "Content Depth": 0.083,
236
+ "Functional Visuals": 0.217,
237
+ "Presentation & Art": 0.717
238
+ },
239
+ "requirements": [
240
+ {
241
+ "id": "M1",
242
+ "category": "Core Mechanics",
243
+ "agg": "max",
244
+ "score": 0.0,
245
+ "rationale": "No platformer character, arrow/A-D movement, or Space jump behavior is visible; the shown game is a mostly static circuit-puzzle board.",
246
+ "frames": [
247
+ 6,
248
+ 18,
249
+ 40
250
+ ]
251
+ },
252
+ {
253
+ "id": "M2",
254
+ "category": "Core Mechanics",
255
+ "agg": "max",
256
+ "score": 0.2,
257
+ "rationale": "The circuit/NOT-gate twist is only hinted by labels and the objective panel, but no gate placement, signal tracing, or truth-table mechanic is visibly shown working.",
258
+ "frames": [
259
+ 6,
260
+ 18,
261
+ 40
262
+ ]
263
+ },
264
+ {
265
+ "id": "M3",
266
+ "category": "Core Mechanics",
267
+ "agg": "max",
268
+ "score": 0.0,
269
+ "rationale": "No hostile entities pursue or attack the player; the level appears completely safe and static.",
270
+ "frames": [
271
+ 6,
272
+ 18,
273
+ 40
274
+ ]
275
+ },
276
+ {
277
+ "id": "M4",
278
+ "category": "Core Mechanics",
279
+ "agg": "max",
280
+ "score": 0.25,
281
+ "rationale": "A title screen transitions to a playable-looking puzzle screen, but no interaction, level completion, win state, lose state, or progression is observed.",
282
+ "frames": [
283
+ 3,
284
+ 6,
285
+ 40
286
+ ]
287
+ },
288
+ {
289
+ "id": "D1",
290
+ "category": "Content Depth",
291
+ "agg": "max",
292
+ "score": 0.0,
293
+ "rationale": "Only one puzzle screen is shown, so there is no visible escalation of the same mechanics across stages.",
294
+ "frames": [
295
+ 6,
296
+ 40
297
+ ]
298
+ },
299
+ {
300
+ "id": "D2",
301
+ "category": "Content Depth",
302
+ "agg": "max",
303
+ "score": 0.0,
304
+ "rationale": "Because the twist mechanic is not demonstrated functioning, it never creates observable decisions, strategy, or consequences.",
305
+ "frames": [
306
+ 6,
307
+ 18,
308
+ 40
309
+ ]
310
+ },
311
+ {
312
+ "id": "D3",
313
+ "category": "Content Depth",
314
+ "agg": "max",
315
+ "score": 0.25,
316
+ "rationale": "The screen shows different labeled elements such as a NOT gate, source/target nodes, objective panel, and test button, but their different behaviors are not demonstrated.",
317
+ "frames": [
318
+ 6,
319
+ 40
320
+ ]
321
+ },
322
+ {
323
+ "id": "V1",
324
+ "category": "Functional Visuals",
325
+ "agg": "mean",
326
+ "score": 0.3,
327
+ "rationale": "The HUD and objective text are very small and cramped, with the objective sentence on the right panel appearing clipped/truncated near the panel edge.",
328
+ "frames": [
329
+ 6,
330
+ 10,
331
+ 40
332
+ ]
333
+ },
334
+ {
335
+ "id": "V2",
336
+ "category": "Functional Visuals",
337
+ "agg": "mean",
338
+ "score": 0.35,
339
+ "rationale": "The goal is partially communicated by the objective panel and title tagline, but there is no clear control legend or step-by-step how-to guidance for placing gates or tracing signals.",
340
+ "frames": [
341
+ 3,
342
+ 6
343
+ ]
344
+ },
345
+ {
346
+ "id": "V3",
347
+ "category": "Functional Visuals",
348
+ "agg": "mean",
349
+ "score": 0.0,
350
+ "rationale": "Across the gameplay frames the board remains static with no visible interaction feedback such as signal animation, particles, flashes, score changes, or button response.",
351
+ "frames": [
352
+ 6,
353
+ 18,
354
+ 40
355
+ ]
356
+ },
357
+ {
358
+ "id": "A1",
359
+ "category": "Presentation & Art",
360
+ "agg": "mean",
361
+ "score": 0.9,
362
+ "rationale": "The game uses illustrated cyber-circuit artwork and themed UI rather than pure placeholder rectangles, though the playable board elements themselves are small and hard to distinguish.",
363
+ "frames": []
364
+ },
365
+ {
366
+ "id": "A2",
367
+ "category": "Presentation & Art",
368
+ "agg": "mean",
369
+ "score": 0.9,
370
+ "rationale": "The dark neon circuit-board/cyber city art direction is consistent with a logic-circuit puzzle theme.",
371
+ "frames": []
372
+ },
373
+ {
374
+ "id": "A3",
375
+ "category": "Presentation & Art",
376
+ "agg": "mean",
377
+ "score": 0.35,
378
+ "rationale": "The overall layout is attractive, but the right objective panel text is cramped/clipped and the left gate label is small and crowded, hurting composition readability.",
379
+ "frames": [
380
+ 6,
381
+ 10,
382
+ 40
383
+ ]
384
+ }
385
+ ],
386
+ "formula": "BUILD * (0.25*((M1+M2+M3+M4)/4) + 0.25*((D1+D2+D3)/3) + 0.20*((V1+V2+V3)/3) + 0.30*((A1+A2+A3)/3))",
387
+ "feedback": {
388
+ "n_issues": 5,
389
+ "n_unverified": 6,
390
+ "n_with_screenshot": 4
391
+ }
392
+ },
393
+ {
394
+ "task_id": "roguelike-breach-tactics",
395
+ "name": "Roguelike Breach Tactics",
396
+ "motion_model": "platformer",
397
+ "build": 1.0,
398
+ "build_error": null,
399
+ "video": "/tmp/lucy_games/eval_out_lucy/stage3/roguelike-breach-tactics/quality/replay.mp4",
400
+ "frames": 26,
401
+ "trace_source": "default",
402
+ "probe": {
403
+ "moved": false,
404
+ "score_changed": false,
405
+ "hp_changed": false,
406
+ "has_player": false,
407
+ "scenes_seen": [
408
+ "IslandMapScene"
409
+ ],
410
+ "n_scenes": 1,
411
+ "reached_win": false,
412
+ "reached_lose": false,
413
+ "enemies_max": 0,
414
+ "hazards_max": 0,
415
+ "pickups_max": 0,
416
+ "timer_seen": false,
417
+ "enemy_alive_seen": false,
418
+ "second_cycle_attempted": false,
419
+ "second_cycle_ok": null,
420
+ "second_cycle_stale_end": null,
421
+ "js_error": null,
422
+ "end_pos": [
423
+ 0,
424
+ 0
425
+ ],
426
+ "end_status": "running"
427
+ },
428
+ "judge_model": "gpt-5.5",
429
+ "judge_attempts": 1,
430
+ "reward": 0.3267,
431
+ "category_means": {
432
+ "Core Mechanics": 0.0,
433
+ "Content Depth": 0.033,
434
+ "Functional Visuals": 0.267,
435
+ "Presentation & Art": 0.883
436
+ },
437
+ "requirements": [
438
+ {
439
+ "id": "M1",
440
+ "category": "Core Mechanics",
441
+ "agg": "max",
442
+ "score": 0.0,
443
+ "rationale": "No platformer character, arrow/A-D movement, or Space jump is shown; after the title the recording stays on a static operation map, so add a playable platforming scene that visibly responds to movement and jump input.",
444
+ "frames": [
445
+ 5,
446
+ 26
447
+ ]
448
+ },
449
+ {
450
+ "id": "M2",
451
+ "category": "Core Mechanics",
452
+ "agg": "max",
453
+ "score": 0.0,
454
+ "rationale": "The signature twist mechanic is not demonstrated in play; only a title slogan mentions tactics, so show the twist actively changing gameplay during a level.",
455
+ "frames": [
456
+ 2,
457
+ 5
458
+ ]
459
+ },
460
+ {
461
+ "id": "M3",
462
+ "category": "Core Mechanics",
463
+ "agg": "max",
464
+ "score": 0.0,
465
+ "rationale": "No hostile entities pursue or attack the player anywhere in the visible recording; add enemies or hazards that visibly apply pressure during gameplay.",
466
+ "frames": [
467
+ 5,
468
+ 26
469
+ ]
470
+ },
471
+ {
472
+ "id": "M4",
473
+ "category": "Core Mechanics",
474
+ "agg": "max",
475
+ "score": 0.0,
476
+ "rationale": "The recording shows a title screen and an operation map, but no playable level, progression outcome, win state, or lose state is reached or observable.",
477
+ "frames": [
478
+ 2,
479
+ 5,
480
+ 26
481
+ ]
482
+ },
483
+ {
484
+ "id": "D1",
485
+ "category": "Content Depth",
486
+ "agg": "max",
487
+ "score": 0.0,
488
+ "rationale": "The numbered nodes and boss route on the operation map imply stages, but no stages are entered and no escalating same-mechanic challenge is shown.",
489
+ "frames": [
490
+ 5
491
+ ]
492
+ },
493
+ {
494
+ "id": "D2",
495
+ "category": "Content Depth",
496
+ "agg": "max",
497
+ "score": 0.0,
498
+ "rationale": "Because the twist is never seen functioning, there are no visible decisions or emergent strategies created by it; demonstrate the mechanic affecting player choices in an actual encounter.",
499
+ "frames": [
500
+ 5
501
+ ]
502
+ },
503
+ {
504
+ "id": "D3",
505
+ "category": "Content Depth",
506
+ "agg": "max",
507
+ "score": 0.1,
508
+ "rationale": "The map labels suggest different nodes such as Dockyards, Neon Sprawl, Reactor Heights, and Boss, but no distinct entity or obstacle behaviors are shown beyond names on the map.",
509
+ "frames": [
510
+ 5
511
+ ]
512
+ },
513
+ {
514
+ "id": "V1",
515
+ "category": "Functional Visuals",
516
+ "agg": "mean",
517
+ "score": 0.35,
518
+ "rationale": "Some key state text is present, such as Reactor Cores and the map instruction, but the title tagline and node labels are very small and low-contrast over a busy background, so enlarge or panel those labels for readability.",
519
+ "frames": [
520
+ 2,
521
+ 5
522
+ ]
523
+ },
524
+ {
525
+ "id": "V2",
526
+ "category": "Functional Visuals",
527
+ "agg": "mean",
528
+ "score": 0.35,
529
+ "rationale": "The game communicates 'Press Enter' and a map selection instruction, but it does not show platformer controls or clearly explain the playable goal beyond selecting an island.",
530
+ "frames": [
531
+ 2,
532
+ 5
533
+ ]
534
+ },
535
+ {
536
+ "id": "V3",
537
+ "category": "Functional Visuals",
538
+ "agg": "mean",
539
+ "score": 0.1,
540
+ "rationale": "The recording is almost entirely static after the transition to the map, with no visible hit flashes, particles, screen shake, score feedback, or interaction response demonstrated.",
541
+ "frames": [
542
+ 5,
543
+ 26
544
+ ]
545
+ },
546
+ {
547
+ "id": "A1",
548
+ "category": "Presentation & Art",
549
+ "agg": "mean",
550
+ "score": 1.0,
551
+ "rationale": "The game uses illustrated cyberpunk city and rooftop assets rather than placeholder rectangles or default shapes.",
552
+ "frames": []
553
+ },
554
+ {
555
+ "id": "A2",
556
+ "category": "Presentation & Art",
557
+ "agg": "mean",
558
+ "score": 1.0,
559
+ "rationale": "The dark blue neon city presentation coherently matches the visible cyberpunk tactical-invasion theme of 'Breach Tactics'.",
560
+ "frames": []
561
+ },
562
+ {
563
+ "id": "A3",
564
+ "category": "Presentation & Art",
565
+ "agg": "mean",
566
+ "score": 0.65,
567
+ "rationale": "The overall composition is attractive, but several small map labels and the title tagline sit directly over detailed scenery and are cramped/low-contrast, so add backing panels or increase spacing and font size.",
568
+ "frames": [
569
+ 2,
570
+ 5
571
+ ]
572
+ }
573
+ ],
574
+ "formula": "BUILD * (0.25*((M1+M2+M3+M4)/4) + 0.25*((D1+D2+D3)/3) + 0.20*((V1+V2+V3)/3) + 0.30*((A1+A2+A3)/3))",
575
+ "feedback": {
576
+ "n_issues": 4,
577
+ "n_unverified": 6,
578
+ "n_with_screenshot": 3
579
+ }
580
+ }
581
+ ]