CodexGameDev/experiments/002_conversion_breach/results/0732452b-analysis.md
2026-08-18 00:52:29 -04:00

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Playtest Analysis — Session 0732452b

Date: 2026-08-16

Source log: JSONL/conversion-breach-0732452b-3ce4-4329-aa69-b121180c61a8.jsonl

Observed Behavior

  • Total logged duration: 970 seconds (about 16 minutes 10 seconds).
  • Breach events span about 14 minutes 23 seconds across two breach segments.
  • The player reached wave 11 and cleared ten complete waves.
  • 74 constructs were destroyed in Breach.
  • 67 kinetic discharges affected an average of 1.66 constructs; none affected zero targets.
  • 184 tether sessions: 139 extraction and 45 injection.
  • 25 tether sessions lasted under 150 ms, consistent with at least some control interruption or accidental taps; the log cannot prove the cause.
  • 80 thermal-state transitions, including 33 entries into brittle and only two into unstable.
  • Only one unstable release occurred.
  • 69 of 74 destroys came from wall impacts. Five came from construct collisions.
  • 19 player-damage events occurred. Thirteen were in the first logged Breach wave; only six occurred across later waves. Minimum recorded health was 22.
  • Reservoir was below 5 in 42 of 150 Breach snapshots (28%). Mean snapshot reservoir was 47.5, but later capacity upgrades inflate that mean.
  • 24 calibration choices: 19 conversion, four capacity, one transfer.
  • Final calibration values were capacity 240, transfer 35.1, conversion 85.071. Multiplicative conversion scaling became extreme.

Player Report

  • Calm was perceived as a sandbox/tutorial rather than a test and was left quickly for Breach.
  • Breach remained interesting for an estimated 510 minutes; the log shows longer engagement.
  • Trackpad palm rejection made keyboard-plus-pointer controls poor during this run. The player subsequently obtained a mouse, so this should not be treated as a central cause in the next comparison.
  • Initial tactic: extract as much heat as possible, then blast.
  • Revised tactic: avoid leaving the final enemy brittle and depleted unless already positioned for an immediate wall blast.
  • Capacity felt unhelpful; transfer already felt fast; most upgrades went to conversion.
  • The player tried to ram constructs after perceiving possible collision damage, but could not understand or safely reproduce it.
  • Extracting through a wall felt too safe.
  • Crowded constructs appeared to phase through walls.
  • Full-screen layout hid instructions and/or part of the field; the player could not confidently scroll. A narrower window appeared to fit better.

Important Model Mismatch

The implementation multiplies brittle collision damage by 13. Brittle targets do not take less collision damage. The reported difficulty killing a final brittle target is more plausibly a resource-state problem: extraction removed the target's heat, the player reservoir was empty, and no other enemy remained as fuel. Cooling also reduced pursuit speed, which could make arranging an unpowered collision harder.

Do not “correct” the player report as if their experience were invalid. The mismatch is evidence that the causal feedback did not clearly distinguish toughness from lack of available impulse.

Player ramming did not deal construct damage in the implementation. The player nevertheless formed and tested that hypothesis from observed collision behavior. This is positive voluntary-experiment evidence, while the inability to read the result is a feedback/affordance failure.

What This Supports

  • A coupled tradeoff produced real adaptation: extracting heat both funded attacks and changed the remaining target/resource state.
  • Practical stakes and/or wave progression provided incentive absent from Experiments 000 and 001.
  • The player chose upgrades instrumentally around the perceived bottleneck rather than distributing them evenly.
  • Knowledge and power both increased: later waves generally produced few player hits and many were cleared much faster.
  • Visible physical laws generated at least one unrequired hypothesis (ramming).

What This Does Not Establish

  • Pressure was not isolated. Calm lacked continuing waves/progression and looked like a testing room.
  • Direct control was not isolated from action feedback, wave goals, upgrades, escalating power, and enemies.
  • The property system may still be shallow. Wall blasts dominated, brittle was common, unstable behavior was nearly absent, and conversion upgrades overwhelmed other choices.
  • Later safety may reflect learning, exponential power, through-wall extraction, collision bugs, or their combination.
  • Continued play may have been driven by wave progression/power accumulation rather than curiosity about laws.

Corrective Work Before Further Comparison

  • Make Calm a complete wave/calibration variant differing only in pursuit and player damage.
  • Clearly label Calm and Breach as two full experimental variants.
  • Add pointer-only movement and thermal-mode controls; add Space as an alternate discharge input. Retain these as general accessibility/readability improvements, but do not center the next test on trackpad friction because the player now has a mouse.
  • Make the entire field and instructions fit a full-screen viewport, with unmistakable scrolling where needed and resize telemetry.
  • Block tethering through obstacles.
  • Strengthen obstacle collision resolution to prevent clustered phasing.
  • Improve feedback that separates low target heat, low player reservoir, target integrity, and actual impact damage.
  • Preserve the current playtest build's result before using corrected behavior as new evidence.