WeatherFarmer - manual review, round 1
The whole game, top to bottom, in the order you meet it. Part 1 (T01-T09) is a fresh install: the tutorial. Part 2 (T10 on) starts from a rich save Claude puts on the device first (400,000 coins, 20,000 gems, tutorial done). The screenshots are from QA-01's playtest of this build - where a screenshot and the 'should' text disagree, the text is the target. QA-01's 57 findings (FIX-01, POLISH-01..08) are not fixed yet, so some of these will fail; that is what this round is for.
The game opens on the farm and the music starts
- Uninstall WeatherFarmer (or Settings > Apps > WeatherFarmer > Clear storage)
- Install the latest build
- Open it from the app drawer
The tutorial walks you into BUILD > Land
- Continue from T01
- Tap BUILD (top right) when the banner says so
- Tap the Land tab
The first ring of land is free
- Continue from T02
- Tap FREE
- Tap CONFIRM
Till a new cell by standing on it, then plant
- Continue from T03
- Tap the highlighted dirt cell and wait
- Tap the same cell again to plant
Harvest: +N pops and flies to the coin counter
- Continue from T04
- Wait for 'Your wheat is ready'
- Tap the ripe plot
The first bugs: tap to squash them
- Continue from T05
- Tap each bug as it walks in
The frog guide and the rain dance give you LIGHTNING
- Continue from T06
- Follow the frog's banners
- Tap the LIGHTNING button when pointed at
Replant, then the tutorial lets go
- Continue from T07
- Replant the empty plots
The next invasion: 'Eek!', the young woman, the first incense
- Continue from T08
- Keep farming until the next invasion warning (a few minutes)
Walk with the move stick; tap to walk still works
- Claude seeds the rich save first: seed_save.py --skip-tutorial --set coins=400000 --set sunGems=20000
- Open the game
- Drag the stick bottom-left; then tap a far plot
Pinch to zoom
- On the farm, pinch in and out with two fingers
An invasion is announced, then arrives from an edge
- Farm until the next invasion (a few minutes)
- Watch the screen edges
The minimap shows the swarm
- During an invasion, look top-right
A bug takes a second or two to eat a crop
- During an invasion, let one bug reach a crop and watch it
LIGHTNING zaps bugs; THUNDERCLAP fires and cools down
- During an invasion, make sure LIGHTNING is on
- Tap THUNDERCLAP (the button below it in the arc)
Dead bugs drop coins you can collect
- Kill a few bugs
- Walk over a drop; leave another alone for 30 s
Enemy variants look different
- Claude seeds a late wave: seed_save.py --set waveNumber=30
- Wait for the invasion
No soft lock after a bad raid
- Spend coins down to 0 (or ask Claude to seed coins=0)
- Let an invasion eat the farm
- Wait ~5 min
BUILD opens four tabs with prices
- Tap BUILD
- Tap each tab; tap NEXT where it shows
- Tap the red X
Place a fence: green/red ghost, pop on place
- BUILD > Defences > Fence (200)
- Move over a crop (red), then empty grass (green)
- Tap to place
Long-press to move a placed thing
- Long-press the fence from T20
- Tap another empty cell
Beehive: bees sting bugs, honey goes down
- BUILD > Defences > Beehive (5,000)
- Place it next to the crops
- Wait for an invasion
Apiary + CONNECT TO HIVES keeps the hives full
- BUILD > Buildings > NEXT > Apiary
- Place it; wait 60 s
- Tap the apiary > CONNECT TO HIVES
Magic plant slows bugs with spores
- BUILD > Defences > Magic plant (35,000)
- Place it on an empty plot
- Watch it during an invasion
The farm dog dashes at bugs; pet him
- BUILD > Defences > NEXT > Farm dog (55,000)
- Place him
- Tap him; watch him in an invasion
Incense gives 5 minutes of calm
- BUILD > Defences > NEXT > Incense
- Place it
- Watch the timer
The attractor turns on hard mode
- BUILD > Defences > NEXT > Attractor (20,000)
- Place it, tap it, turn Hard mode ON
The Mill turns wheat into flour worth 1.5x
- BUILD > Buildings > NEXT > Mill (4,000)
- Place it, harvest some wheat
- Tap the mill > COLLECT when OUT has flour
A machine project: builders, progress, speed-up
- BUILD > Buildings > Tractor assembly (15,000)
- Place it
- Tap it; use machine oil if you have it (SHOP > Supplies)
Buy the next ring of land; hire a builder
- BUILD > Land > next ring > CONFIRM
- BUILD > Builders > Hire a builder
Upgrade a turret (Beehive II, Fence II, Dog II...)
- Tap the beehive, the fence or the dog
- Look for the upgrade button; buy one
SHOP: four tabs, the $3,000 limit shown
- Tap SHOP
- Tap each tab
- Tap a gem pack, then CANCEL
Buy FIRE; it joins the arc and aims with a stick
- SHOP > Spells > Fire > CONFIRM
- Close the shop, tap FIRE on the arc
- Push the aim stick at bugs
TORNADO by button or by drawing a circle
- SHOP > Spells > Tornado (140,000)
- In an invasion tap TORNADO, or draw a circle with one finger
MODES shows four cards that each open their mode
- Tap MODES
The Rain Dance looks good and the music plays
- MODES > Rain Dance > PLAY
- Tap the notes in time
- Let it finish
Zen Garden: buy, plant, tend, the shelf
- MODES > Zen Garden > ENTER
- ZEN SHOP > buy a marigold, plant it
- Tap a 'needs a song' bubble; open SHELF; tap X
Harvest Kitchen: a match-3 with the farm's crops
- MODES > Harvest Kitchen > PLAY > level 1
- Swipe to match three
- X back out
Chili Cookoff: a 2-minute match-3 vs the chef
- MODES > Chili Cookoff > COOK!
- Play; use LIGHTNING on his board
- Finish or leave
Zen seeds on the farm: flytrap and pitcher plant eat bugs
- Claude seeds the unlock: seed_save.py --set 'unlockedNatureTurrets=["venus_flytrap","pitcher_plant"]'
- BUILD > Defences > Venus flytrap (FREE), place it
- Wait for an invasion
Settings: Sound, Music, Minimap always on
- Tap the gear (top right)
- Toggle each one
- Close with the red X
Android BACK closes the top panel, then asks before quitting
- Open BUILD, press the phone's BACK
- Press BACK again on the farm
- Tap KEEP FARMING
Everything is still there after a restart
- Note your coins and gems
- Swipe the app away from recents; reopen it
- Reopen, and press HOME during the loading screen; reopen again
Would you keep playing?
- Play freely for 10 minutes
What changes after round 1
Nine fix tickets. Nothing is built until David says "approved".
Farming (REVIEW-11)
- One tap harvests. No second tap.
- You choose what to plant on an empty plot.
- The farmer walks on the grass, exactly where you tap.
- Tilling gets a hoe-swing animation; the floating hoe icon goes.
- The game starts zoomed out; pinch zoom is smooth.
Looks (REVIEW-12)
- Coins, gems and honey become art with icons, not plain text.
- Rose gets her real sprite (it was never copied into the game).
- New art for the house and the buildings. All art is generated.
- The forest uses whole trees only - no half trees.
- Fences join up and turn properly. Flowers sway gently.
- Gems fly to the gems counter, like coins do.
- A readable minimap, no pink bar.
- Panels scroll, take more of the screen, and hide the top buttons.
Building (REVIEW-13)
- A 2-tile yard around the farm for defences and buildings; farmland stays for crops.
- Tap previews; a shiny check button confirms.
- Anything placed can be removed.
- Builders clear rocks and build things, with an animation; move them when idle.
- New defences: scarecrow (between crops), sticky trap, water trench, frog pond, bird house, stone and brick walls, a free-running dog.
- New buildings: sprinkler, compost bin, tool shed, market stall, rain-dance shrine. Decor with tiny bonuses.
- A builder can auto-farm: harvests and replants while the game runs.
- Broken fences leave rubble; one Repair all button.
Tutorials and characters (REVIEW-14)
- Follow the frog to a rain-dance circle and play the Rain Dance over the farm.
- The frog teaches every new spell first.
- The rock is there from the start. Rose's new lines. She teaches building and gives a free beehive and your first apiary.
- Rose keeps the Zen Garden and offers an optional tour.
- Tutorial 1 sets up auto-farm. A new tutorial 4 covers walls and termites.
Spells (REVIEW-15)
- No free spells except Lightning from the frog. A spell tree with great icons.
- Lightning one-shots at first, then two-shots, and never stops mattering.
- The spell tree draft
Invasions (REVIEW-16)
- Bugs spread out and get harder: aphid, beetle, splitter, grasshopper (12), moth (16), termites (20), a Weevil Queen boss every 10th wave.
- Termites pick one path to your best crops and break every fence on it, then go eat. Later bugs break stone and brick. Counters are mostly things you build.
- Breaches are counted as routes: 1 at wave 20, about 3-4 by wave 100, 6 at most. Claude does the maths first.
- Bugs eating make one gentle sound. A simulation checks that waves really get harder.
- Standing in the gap works until wave 12. With the attractor, late game is non-stop tower defence.
- Pricier crops take longer to eat; eating undoes growth instead of destroying.
- Hives make a little honey but run out if left too long. The apiary links for free, shown by pink bees. No honey to tap by accident.
Mini-games (REVIEW-17)
- Every game ends on a summary screen: score, win or lose, reward, the next goal.
- Rain Dance plays over the farm, see-through, with real rain and lightning. A count-in, more songs, spell points.
- Kitchen and Cookoff: bombs, reshuffles, hundreds of recipes, spells you can see hit the chef.
- Zen seeds go to a seed bag; tending is a small mini-game.
Tester tools and prices (REVIEW-18, REVIEW-19)
- A hidden tester panel, so round 2 reaches every screen.
- Gems are worth 4x more coins (a dial), plus pack bonuses. Item gem prices re-checked.
Not fixed yet: the 23 untested screens come back in round 2. The re-plan is written: 50 job-sized tickets. Read them here (checkpoint 1) - one line each.
David decides: "checkpoint 1 OK" (or what to change), then the art samples (checkpoint 2).
The full plan (every acceptance criterion)
WeatherFarmer - round 1 fix plan
Round 1: 12 PASS, 9 FAIL, 23 UNTESTED (the operator ran out of ways to reach the later screens - REVIEW-18 fixes that). Every FAIL and every comment is below, in the operator's words where possible. QA-01's open findings (POLISH-01..08) are folded into these tickets; FIX-01 (the 7 real bugs: a crash, purchases that do nothing) builds as it is.
Nine tickets. Each line = one acceptance criterion; how = how it will be met.
REVIEW-11 - farming feels right (T10, T11, free notes)
- One tap harvests a ripe crop; the plot is left empty and tilled. No second tap, no "bad wheat". how:
CropCycle.harveststops resetting to a fresh plant; the stubble state goes. - Planting is a choice: tapping an empty tilled plot opens a small seed picker (wheat + every seed you own). how: a seed bag in the save; a picker panel in the UI kit.
- The farmer walks anywhere on the grass, not only on farm cells. A tap off the farm walks to exactly that spot. how: the walkable area becomes the whole world minus water/buildings.
- Tilling shows the farmer swinging a hoe and the dirt darkening in steps. The floating hoe icon (the "question mark") goes. how: a 4-frame hoe swing (generated, samples to the operator first) + a 3-step dirt fade.
- First launch is zoomed out enough to see the whole farm plus a ring of grass; it re-fits when a ring is bought. Pinch zoom is smooth. how: fit-to-farm camera (QA-01 F16 / idea I1); pinch eased and anchored between the fingers.
REVIEW-12 - it looks like a real game (free notes, T13; QA-01 F5, F11, F26, art findings)
- Coins / gems / honey in the HUD are art: an icon each, the pixel font, on a wooden plate - not plain text.
- The pink-haired girl (Rose) uses her generated sprite. Found today: her approved sprite (
docs/style/f002-2026-09-26/villager_rose.png) was never copied into the game, so a 16-px code-drawn stand-in showed. If the real one still looks bad, a new one is generated and the operator picks it. - The lake house and the buildings get new art (samples to the operator first).
- The forest has only whole trees: no half-tree sprites cut off by tile edges. A messy forest is fine; broken trees are not. (The operator, 2026-10-04.)
- Fences join up with their neighbours and turn with the line (corners, straights) - not one sprite that always faces the same way and reads as a chest.
- Flowers sway gently in the breeze (slow and calm, Pokemon Blue style, never distracting).
- A collected gem flies to the gems counter on the HUD, like coins do (today it flies to the middle of the top bar).
- The minimap is readable: the farm, fences and bugs in clear colours on a framed map - no pink bar.
- Panels get the screen: while one is open the BUILD / SHOP / MODES row hides, the panel is taller, its list scrolls (no NEXT button paging). (The operator: "this next button is bad UX... it's too smushed".)
REVIEW-13 - building works like Clash of Clans (T19, T20, T21, free notes)
- The yard (agreed 2026-10-04): a 2-tile grass ring around the farmland where defences and buildings go; it grows with each land ring bought. Farmland is for crops only (small things like scarecrows still fit between crops). The operator: giving up crop land for hives "feels bad".
- Tapping a spot only previews. A shiny round check button confirms (it pops); an X cancels.
- Anything placed can be removed (sold back for half its price), from its long-press menu.
- Builders have jobs: clearing rocks and debris (pays coins), building every building with a construction animation. An idle builder walks to the next job; tapping a builder says what he is doing.
- An idle builder can be moved (long-press and drop, like any placed thing) - he never parks on crops. A builder on a job stays there with a working animation until it is done. (The operator found wheat hidden behind them.)
- A builder can be put on auto-farm: while the game runs he harvests and replants the same crops by himself. It is a job (shown on him); without a builder on it nothing is automatic. Idle players keep progressing, which raises the threat and pulls them back in. The economy is re-checked with auto-farm income in it (REVIEW-19).
- A broken fence leaves rubble; a Repair all button rebuilds every broken fence (paying for each), or the rubble can be cleared.
- Every building under construction shows it: scaffolding / a progress bar and a builder working on it. (The operator built an apiary and saw no construction at all.)
- BUILD list (agreed 2026-10-04). Defences: scarecrow (scares moths; small, sits BETWEEN crops without taking a plot), sticky trap (holds grasshoppers 3 s), water trench (jumpers can't cross), frog pond, bird house (birds pick off aphids), cobblestone wall and brick wall (termites can't chew them - later bugs can), free-running dog (the farm dog's upgrade). Buildings: sprinkler, compost bin, tool shed (+1 builder), market stall, rain-dance shrine. Decor: flower beds and similar, each with a tiny bonus.
- Tutorial 2: the frog walks to a rain-dance circle on the map (new art, top left); the farmer follows; the Rain Dance plays as a see-through layer over the farm while the rain and lightning really happen.
- The frog introduces every new spell before you have it: what it does, then you watch it happen.
- Tutorial 3: the rock is on the map from the start (a builder can clear it later for coins). Rose hides behind it; her lines add "Dad gives me this - it keeps the bugs away", offer the attractor, and tease the never-ending swarm item ("I hear people make lots of money with it, but it's scary").
- Tutorial 3 teaches building through the incense: preview, confirm, move, remove; then Rose helps set up a few fences and a free first beehive.
- Rose also explains the apiary (what it is, why you defend it) and gives the FIRST one free - only in the tutorial; after that players build their own.
- Rose is the Zen Garden's keeper: she stands there and greets you.
- Tutorial 1 puts a builder on auto-farm, so every player knows it exists.
- The player has heard the bug-eating sound (and knows what it means) by Rose's tutorial at the latest.
- Tutorial 4 (new): walls and termites - why fences get breached, Repair all, stone and brick walls.
- Optional Zen Garden tour: Rose asks "Want a tour?". Yes = where to buy, where seeds are kept, what they grow; No = "I see you're an expert" and she goes back to her shop. Nothing is spent in it and little is given, so skipping it costs nothing.
REVIEW-15 - spells you choose (T07, T15)
- No spell is given for free except the one the frog teaches. The rest come from a spell tree.
- A spell tree screen with good icons and a description per spell, in schools you commit to. Needs a design talk first. Claude's opening idea: three schools - Storm (lightning, thunderclap, hurricane: kills bugs early), Rain (growth rain, hail, tsunami: farming early, bug-killing late), Fire (fire stream, fire wall, meteor). Points come from the Rain Dance and from waves.
- Lightning feels powerful from the first strike: flat damage + a share of the bug's health. It one-shots basic bugs at first, two-shots them from about wave 3-4, and never falls below a floor (a % of health), so it always matters - weaker against armoured bugs, never useless. (The operator, 2026-10-04.)
- Lightning makes a quiet zap sound each time it strikes.
- The tree screen is exciting to look at: a generated icon per spell (samples to the operator first), names and descriptions that make the player want the spell, a clear glow on what can be bought next. (The operator: "these menus matter".) Draft: the spell tree draft.
REVIEW-16 - invasions that get harder (T15, T22, T12)
- Bugs never stack: each one walks with its own small random offset.
- The more a crop is worth, the longer bugs take to eat it, and eating UNDOES its growth instead of destroying it: wheat goes at today's pace; a crop that took hours loses minutes of growth per second of munching, so the player has time to save it. (The operator, 2026-10-04.)
- Early invasions come sooner; bugs get tougher and more varied as the waves go up (beetles and splitters show by wave 5).
- With the attractor on, an invasion comes at least every 5 minutes.
- Standing in a single gap no longer beats every wave: crowded bugs chew through the fence next to the gap.
- Bug roster (agreed 2026-10-04): Aphid (wave 1), Beetle (5, armoured), Splitter (8), Grasshopper (12, jumps one fence), Moth (16, flies over fences to the most valuable crop), Termite crew (20), the Weevil Queen boss every 10th wave (lays aphids, drops gems). More kinds to follow - combat is the main draw. Waves 1-4 are aphids only (power fantasy); each new bug is announced by the frog or Rose with what beats it.
- Counters are mostly things you build, not only spells (the operator): every bug type has at least one building/defence that answers it (see REVIEW-13's BUILD list).
- Termites take a PATH, not a fence: a termite team picks one route - the tiles from an entry point to the most valuable crops, chosen by pathfinding through every ring - and holds it the whole time. On that route they eat every fence they can (a fence: yes; a stone wall needs a stone-breaker bug, brick a brick-breaker bug) and any crop in the way; they leave beehives, dogs and buildings alone. Once the route is open they forget it and go eat crops. Killed termites are gone. Normal bugs only break a fence when fully blocked. They are the scary bug.
- The single-gap trick is allowed until wave 12 (it teaches tower defence), then jumpers, flyers and termites end it.
- Breaches are counted as ROUTES, not fences: a route is entry point -> target crop, worked out by pathfinding through every ring of walls; each route gets its own termite team. Wave 20: 1 route; then 2; about 3-4 by wave 100; 6 at most on a normal wave (10 only at extreme waves; Queen waves may add one). Claude does the maths first (a balance table in the ticket, and a unit test of the curve) so breaches never feel overwhelming.
- Two later bug types: a stone-breaker (breaks cobblestone) and a brick-breaker (breaks brick), each announced and each with a buildable counter.
- Bugs eating a crop make a sound - one rate-limited cue, never a wall of noise when many bugs eat at once.
- The wave curve is checked by a simulation before tuning: a starter farm reaches wave 12 in about 30-40 minutes, and enemies really do get tougher as waves rise (the operator asked whether the scaling works at all).
- Late game with the attractor = non-stop tower defence (Bloons-style wave after wave); with the blocker = no invasions at all. The blocker stays hard to get, and the game tells the player the trade-off (fewer resources without bugs).
- A beehive makes a little honey by itself, but left alone too long it runs out of bees (the operator changed his mind: running out is part of the game); the apiary link keeps it going. Each hive shows its honey level, and an empty hive looks clearly empty.
- Connecting the apiary to hives is FREE: after the apiary is built it asks which hives to connect (tap them). The link is shown by pink-red bees carrying honey between the apiary and each hive - no pipe line. (The operator: the pipe "just looks goofy"; paying for it makes no sense.)
- Honey needs no tapping: no COLLECT pop-ups or tappable honey near the crops, so tapping around to harvest never opens the apiary by accident. (The operator kept hitting it while harvesting.)
REVIEW-17 - mini-games end properly (free notes; QA-01 F49-F55)
- Every mini-game ends on one summary screen: score, win or lose, what you got, and how far you are from the next goal ("800 needed - you have 100").
- The Rain Dance always plays as a see-through layer over the farm (not a black screen): each hit makes the rain and lightning happen on the farm behind it, so the player sees the dance doing something.
- Rain Dance: a 2-second count-in (no missed first note), and as many songs as it takes to fill the spell tree (the operator's rule); its score earns spell points.
- Kitchen and Cookoff: a move is always possible (the board reshuffles), match 4 = bomb, match 5 = colour blast.
- Harvest Kitchen has far more recipes: a recipe table with hundreds of entries (a few kilobytes), not five.
- Cookoff: your LIGHTNING / THUNDERCLAP hit the chef's board with a visible effect; PEEK is explained ("see when the next Cookoff opens").
- Zen Garden: seeds you buy go into your seed bag; you plant them when you choose; tending is a short mini-action, not one tap.
REVIEW-18 - tester tools, so round 2 can reach every screen (T17, T23)
- Debug builds have a hidden tester panel (hold the gear 3 seconds): add coins/gems, start an invasion (any bug type), set the wave, unlock everything, skip a tutorial step, give an apiary. Release builds do not have it.
- The factory's own device checks stay tap-only; the panel is for the operator.
REVIEW-19 - prices on a dial (free notes; the operator's decision 2026-10-04)
- Real money buys more: gems become worth more coins (the coins-per-gem rate is the dial, 10 -> 40 for now, so a $5 pack is worth 20,000 coins instead of 5,000), and bigger packs add a bonus (+10% / +25% / +50%). One constant in Prices.kt, tunable while testing. (The operator: keep it cheap so people who spend feel they get a lot; no whale design. He preferred changing the gem-to-coin rate over just giving more gems.)
- Gem prices of items are re-checked against what a player can earn (he found items "cost a lot of gems").
- The SHOP shows the bonus on each pack.
Rules for every ticket this round (the operator, 2026-10-04)
- All new art and sound is generated (Z-Image Turbo for art, as the frog and the bees were) - no licence risk. Music: generated if the factory can; otherwise CC0 only, recorded in ATTRIBUTION.md.
Not fixed this round (and why)
- The 23 UNTESTED tests come back in round 2, once REVIEW-18 gives the operator a way to reach them.
Factory tickets this round created (Master Workspace board)
- F-045 every mini-game / round ends on a summary screen - a standing design rule in /plan-project.
- F-046 "fill this out with more detail" starts a design interview with Claude's proposals, and a content-depth check per menu (BUILD shipped with one Builders item and nobody flagged it).
- F-047 every app ships a debug-build tester panel; the manual review guide uses it.
- F-048 an approved asset that never reached the game (Rose) fails the board check instead of a silent stand-in.