The short version
There is now a playable slice. You start at a CCTV monitor wall, calibrate, and fight up five floors of a tower: a courtyard, a wet market, tenements, a plant room and a rooftop. Every press is judged against the beat on the audio clock. Light, heavy, gun strike and shot make three-press figures. Kills open film cuts with a kill-cam replay. Eight generated characters share one 66-joint rig, and each floor has its own room sound.
"I think in terms of difficulty it's pretty fun right now."
Josh · Oct 20, after a 175-press run"That feels way better with your anti-mash fixes."
Josh · Oct 20"That facing fix looks good to me! Plays well now."
Josh · Oct 21The one lesson
The 310 browser checks proved that the code did what the agents meant. They did not prove that the game looked, sounded or felt right. In the last two days your play found the three biggest problems: the model turned 90° to 180° off its target, mashing worked as a strategy, and finisher cuts looked disjointed. No gate caught any of them. Five of the six sessions named this same gap in their wrap-ups, without seeing each other's.
On October 20 we changed the method because of it. Background sessions finished what they had in flight. New work ran one piece at a time: you play and point at the problem, a fix goes on its own port, you confirm it there, then it merges. The anti-mash rule was built and confirmed that way in one sitting.








