Manual review guide · round 1

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.

WeatherFarmer · build replan-2026-09-25 @ 51c7f89a · generated 2026-10-04 19:04 · 44 tests, in the order you reach the screens
passed 0failed 0untested 0 Claude's response ↓
The test · what it should do
How it should look
How to get there
Result · comments
T01 · TUT-01, SFX-01
First launch

The game opens on the farm and the music starts

Within ~10 s: the farm (green grass, wheat plots, the farmer in blue overalls in the middle), a coach banner at the top, the farm theme playing. No black screen past a few seconds, no crash.
How it should look: The game opens on the farm and the music starts
  1. Uninstall WeatherFarmer (or Settings > Apps > WeatherFarmer > Clear storage)
  2. Install the latest build
  3. Open it from the app drawer
T02 · TUT-01, BUILD-01
Tutorial

The tutorial walks you into BUILD > Land

The banner says to tap BUILD; a hand pointer shows where. BUILD opens a wooden panel with four tabs (Defences, Buildings, Land, Builders); the pointer then moves to Land.
How it should look: The tutorial walks you into BUILD > Land
  1. Continue from T01
  2. Tap BUILD (top right) when the banner says so
  3. Tap the Land tab
T03 · TUT-01, EXPAND-02
Tutorial

The first ring of land is free

Land shows 'Next ring 5x5' at FREE. FREE then CONFIRM: the farm grows from 3x3 to 5x5, the new outer cells are plain dirt.
How it should look: The first ring of land is free
  1. Continue from T02
  2. Tap FREE
  3. Tap CONFIRM
T04 · TUT-01, EXPAND-03
Tutorial

Till a new cell by standing on it, then plant

The banner says to tap the dirt and stand still. The farmer walks there; after ~1.5 s the dirt turns to dark tilled soil. 'Now tap it to plant': a seed goes in, 10 coins come off.
How it should look: Till a new cell by standing on it, then plant
  1. Continue from T03
  2. Tap the highlighted dirt cell and wait
  3. Tap the same cell again to plant
T05 · TUT-01, FARM-03, FX-01
Tutorial

Harvest: +N pops and flies to the coin counter

Wheat grows in ~10 s. Tapping a ripe plot harvests it: a '+100' with the crop icon pops up, flies to the coins counter top-left, with a sound, and the counter goes up.
How it should look: Harvest: +N pops and flies to the coin counter
  1. Continue from T04
  2. Wait for 'Your wheat is ready'
  3. Tap the ripe plot
T06 · TUT-01, BUG-03
Tutorial

The first bugs: tap to squash them

'Bugs! Tap them to squash them.' A small wave walks in. Tapping a bug squashes it with a sound; KILLS goes up. The farm is not wiped out by the tutorial wave.
How it should look: The first bugs: tap to squash them
  1. Continue from T05
  2. Tap each bug as it walks in
T07 · TUT-02
Tutorial

The frog guide and the rain dance give you LIGHTNING

A frog appears ('Wow - your rain-dance moves are powerful!'). After the dance, a LIGHTNING button (yellow bolt, bottom right) is lit; the frog says it zaps bugs by itself and to keep it on.
How it should look: The frog guide and the rain dance give you LIGHTNING
  1. Continue from T06
  2. Follow the frog's banners
  3. Tap the LIGHTNING button when pointed at
T08 · TUT-02
Tutorial

Replant, then the tutorial lets go

'Don't forget to replant your crops!' After replanting, the banners stop and you are in free play: the HUD shows coins / gems / wave, the nav row BUILD / SHOP / MODES / gear, the move stick bottom-left.
How it should look: Replant, then the tutorial lets go
  1. Continue from T07
  2. Replant the empty plots
T09 · TUT-03, DIAL-01
Tutorial

The next invasion: 'Eek!', the young woman, the first incense

On the next invasion a young woman shouts 'Eek!' from behind a rock and gives you your first incense, with one line about what it does (5 minutes of calm).
no screenshot yet
  1. Continue from T08
  2. Keep farming until the next invasion warning (a few minutes)
T10 · CTRL-03, CTRL-01
Rich save

Walk with the move stick; tap to walk still works

The stick sits bottom-left. Dragging it walks the farmer smoothly in that direction (4-frame walk). Tapping a plot walks him there.
How it should look: Walk with the move stick; tap to walk still works
  1. Claude seeds the rich save first: seed_save.py --skip-tutorial --set coins=400000 --set sunGems=20000
  2. Open the game
  3. Drag the stick bottom-left; then tap a far plot
T11 · CTRL-02
Rich save

Pinch to zoom

Two-finger pinch zooms the camera in and out around the farm; it never zooms so far the farm is lost.
no screenshot yet
  1. On the farm, pinch in and out with two fingers
T12 · WAVE-01, WAVE-02, SFX-01
Invasions

An invasion is announced, then arrives from an edge

A raid horn and a flashing 'AN INSECT SWARM HAS BEEN DETECTED' banner. Bugs then walk in from the far left, right or bottom (out of the forest), not out of thin air next to the crops.
How it should look: An invasion is announced, then arrives from an edge
  1. Farm until the next invasion (a few minutes)
  2. Watch the screen edges
T13 · MAP-01
Invasions

The minimap shows the swarm

During an invasion a small map pops up top-right, under the nav row, with flashing dots where the bugs are. It does not cover a button.
How it should look: The minimap shows the swarm
  1. During an invasion, look top-right
T14 · CROP-01, BUG-02
Invasions

A bug takes a second or two to eat a crop

A bug stands on a crop for ~1.5 s while it visibly shrinks/gets damaged, then it is gone. Never an instant wipe.
How it should look: A bug takes a second or two to eat a crop
  1. During an invasion, let one bug reach a crop and watch it
T15 · SPELL-02
Invasions

LIGHTNING zaps bugs; THUNDERCLAP fires and cools down

LIGHTNING on (yellow ring): bugs get zapped by a bolt without you tapping. THUNDERCLAP: one tap, a blast, the button dims and counts down.
How it should look: LIGHTNING zaps bugs; THUNDERCLAP fires and cools down
  1. During an invasion, make sure LIGHTNING is on
  2. Tap THUNDERCLAP (the button below it in the arc)
T16 · DROP-01
Invasions

Dead bugs drop coins you can collect

A killed bug leaves a coin (sometimes a gem). Walking over it or tapping it collects it, with a sound; uncollected drops collect themselves after ~30 s. Nothing is lost.
How it should look: Dead bugs drop coins you can collect
  1. Kill a few bugs
  2. Walk over a drop; leave another alone for 30 s
T17 · ENEMY-01
Invasions

Enemy variants look different

Later waves include an armoured beetle and a splitter (splits into two when killed), each a different colour from the plain bug.
no screenshot yet
  1. Claude seeds a late wave: seed_save.py --set waveNumber=30
  2. Wait for the invasion
T18 · RAID-01
Invasions

No soft lock after a bad raid

If the bugs eat everything: starving bugs die after ~5 min, an empty farm is left alone, and a broke farmer gets free wheat seed. You can always start farming again.
no screenshot yet
  1. Spend coins down to 0 (or ask Claude to seed coins=0)
  2. Let an invasion eat the farm
  3. Wait ~5 min
T19 · BUILD-01, NAV-01
BUILD

BUILD opens four tabs with prices

Defences / Buildings / Land / Builders. Each row: an icon, a name, a price button. NEXT pages through. The red X closes it.
How it should look: BUILD opens four tabs with prices
  1. Tap BUILD
  2. Tap each tab; tap NEXT where it shows
  3. Tap the red X
T20 · BUILD-01, WALL-01
BUILD

Place a fence: green/red ghost, pop on place

After choosing Fence a ghost follows your finger - green on a free cell, red on a taken one. Tapping a free cell drops it with a sound, 200 coins come off.
How it should look: Place a fence: green/red ghost, pop on place
  1. BUILD > Defences > Fence (200)
  2. Move over a crop (red), then empty grass (green)
  3. Tap to place
T21 · MOVE-01
BUILD

Long-press to move a placed thing

Long-press the fence: a lift sound, it becomes a green ghost. Tap another cell: it lands there. Free and instant.
How it should look: Long-press to move a placed thing
  1. Long-press the fence from T20
  2. Tap another empty cell
T22 · TURRET-01
Turrets

Beehive: bees sting bugs, honey goes down

Beehive costs 5,000 and arrives with 30 honey (HONEY appears in the HUD). In a wave, bees fly out at bugs and sting them; honey drops.
How it should look: Beehive: bees sting bugs, honey goes down
  1. BUILD > Defences > Beehive (5,000)
  2. Place it next to the crops
  3. Wait for an invasion
T23 · TURRET-01
Turrets

Apiary + CONNECT TO HIVES keeps the hives full

Apiary (3,000) builds in 60 s and makes honey. Its panel's 'CONNECT TO HIVES - 1,000 coins' draws a honey pipe to every hive; piped hives never run dry. (QA-01 F31: this button did nothing.)
How it should look: Apiary + CONNECT TO HIVES keeps the hives full
  1. BUILD > Buildings > NEXT > Apiary
  2. Place it; wait 60 s
  3. Tap the apiary > CONNECT TO HIVES
T24 · TURRET-02
Turrets

Magic plant slows bugs with spores

Planted on an empty plot for 35,000: a purple bellflower. Bugs near it slow down in a puff of spores; it grows herbs for incense or fertilizer.
How it should look: Magic plant slows bugs with spores
  1. BUILD > Defences > Magic plant (35,000)
  2. Place it on an empty plot
  3. Watch it during an invasion
T25 · DOG-01
Turrets

The farm dog dashes at bugs; pet him

The dog on his post (55,000) dashes at bugs inside his circle and bites them. He never looks sad. Tapping him pets him (a happy reaction).
How it should look: The farm dog dashes at bugs; pet him
  1. BUILD > Defences > NEXT > Farm dog (55,000)
  2. Place him
  3. Tap him; watch him in an invasion
T26 · DIAL-01
Dials

Incense gives 5 minutes of calm

Placed incense smokes and shows a 5:00 timer top-right. No invasion starts while it burns.
How it should look: Incense gives 5 minutes of calm
  1. BUILD > Defences > NEXT > Incense
  2. Place it
  3. Watch the timer
T27 · DIAL-01
Dials

The attractor turns on hard mode

Attractor (20,000) placed; tapping it opens a panel with 'Hard mode: OFF/ON'. ON: 'Hard' shows in the HUD and invasions come about twice as often, with more coins. (QA-01 F30: the 2x did not seem to apply.)
How it should look: The attractor turns on hard mode
  1. BUILD > Defences > NEXT > Attractor (20,000)
  2. Place it, tap it, turn Hard mode ON
T28 · REFINE-01
Buildings

The Mill turns wheat into flour worth 1.5x

Mill (4,000) builds. Harvested wheat flies to it; its panel shows IN / OUT / a timer / COLLECT. Collecting pays 1.5x what the wheat would have.
How it should look: The Mill turns wheat into flour worth 1.5x
  1. BUILD > Buildings > NEXT > Mill (4,000)
  2. Place it, harvest some wheat
  3. Tap the mill > COLLECT when OUT has flour
T29 · EQUIP-01, EQUIP-02, WORKER-01
Buildings

A machine project: builders, progress, speed-up

Tractor assembly (15,000) starts a project: a builder walks to it, it shows progress. Tapping it opens a panel with a progress bar; machine oil speeds it up. When done, the machine appears.
How it should look: A machine project: builders, progress, speed-up
  1. BUILD > Buildings > Tractor assembly (15,000)
  2. Place it
  3. Tap it; use machine oil if you have it (SHOP > Supplies)
T30 · EXPAND-02, WORKER-01
BUILD

Buy the next ring of land; hire a builder

Land > the next ring (7x7) costs gems and grows the farm; new cells are dirt to till. Builders > 'Hire a builder (2 of 7)' for 40,000 adds a second builder on the farm.
How it should look: Buy the next ring of land; hire a builder
  1. BUILD > Land > next ring > CONFIRM
  2. BUILD > Builders > Hire a builder
T31 · UPGRADE-01
Upgrades

Upgrade a turret (Beehive II, Fence II, Dog II...)

A placed turret's panel offers its next tier with a price; some tiers say which other branch they need first. Buying it changes how it looks and how strong it is.
no screenshot yet
  1. Tap the beehive, the fence or the dog
  2. Look for the upgrade button; buy one
T32 · SHOP-01, ECON-02
SHOP

SHOP: four tabs, the $3,000 limit shown

Gems / Supplies / Specials / Spells. A gem pack opens a confirm that shows '$X of your $3,000 limit left'. CANCEL charges nothing.
How it should look: SHOP: four tabs, the $3,000 limit shown
  1. Tap SHOP
  2. Tap each tab
  3. Tap a gem pack, then CANCEL
T33 · SPELL-03
SHOP

Buy FIRE; it joins the arc and aims with a stick

Spells > Fire (80,000) > CONFIRM: it shows OWNED and a FIRE button joins the arc. Tapping FIRE makes it the default; an aim stick appears bottom-right and pushing it pours a flame stream that burns bugs.
How it should look: Buy FIRE; it joins the arc and aims with a stick
  1. SHOP > Spells > Fire > CONFIRM
  2. Close the shop, tap FIRE on the arc
  3. Push the aim stick at bugs
T34 · SPELL-03
SHOP

TORNADO by button or by drawing a circle

With Tornado bought: tapping it (or drawing a circle on the farm) sends a visible tornado that throws bugs; then a 20-s cooldown counts down.
How it should look: TORNADO by button or by drawing a circle
  1. SHOP > Spells > Tornado (140,000)
  2. In an invasion tap TORNADO, or draw a circle with one finger
T35 · MODES-01
MODES

MODES shows four cards that each open their mode

Rain Dance (was Tap-Tap), Zen Garden, Harvest Kitchen, Chili Cookoff - each with an icon, a one-line blurb and a button.
How it should look: MODES shows four cards that each open their mode
  1. Tap MODES
T36 · RHYTHM-03
MODES

The Rain Dance looks good and the music plays

Named 'Rain Dance' (not Tap-Tap). Notes fall in time with real music you can hear; hits score and build a combo; it ends by itself and returns you to the farm with a reward. (The QA-01 screenshot is the OLD black Tap-Tap screen - it should look nothing like it now.)
How it should look: The Rain Dance looks good and the music plays
  1. MODES > Rain Dance > PLAY
  2. Tap the notes in time
  3. Let it finish
T37 · ZEN-01
MODES

Zen Garden: buy, plant, tend, the shelf

ENTER: a greenhouse with pots. ZEN SHOP sells coin marigold / gem lily / mystery seed / a 4th pot. Plant one; tend 'needs a song' bubbles; SHELF shows finds ('Finds: 0 of 14'). X leaves.
How it should look: Zen Garden: buy, plant, tend, the shelf
  1. MODES > Zen Garden > ENTER
  2. ZEN SHOP > buy a marigold, plant it
  3. Tap a 'needs a song' bubble; open SHELF; tap X
T38 · CHEF-01
MODES

Harvest Kitchen: a match-3 with the farm's crops

A level map (level 1 open, 2-5 locked, RECIPES 0/5). The board is crops; swiping three in a row matches them with a sound and counts toward the goal. Winning gives a recipe card.
How it should look: Harvest Kitchen: a match-3 with the farm's crops
  1. MODES > Harvest Kitchen > PLAY > level 1
  2. Swipe to match three
  3. X back out
T39 · CHILI-01
MODES

Chili Cookoff: a 2-minute match-3 vs the chef

COOK! starts a 2:00 round beside the chef's board. His matches drop burnt junk on yours; your LIGHTNING / THUNDERCLAP junk his. Leaving asks first. The result screen gives gems even for a loss.
How it should look: Chili Cookoff: a 2-minute match-3 vs the chef
  1. MODES > Chili Cookoff > COOK!
  2. Play; use LIGHTNING on his board
  3. Finish or leave
T40 · ZEN-02
MODES

Zen seeds on the farm: flytrap and pitcher plant eat bugs

Once found in the Zen Garden, Venus flytrap and Pitcher plant are FREE in BUILD > Defences. On the farm the flytrap snaps up bugs next to it; the pitcher plant lures and swallows them.
How it should look: Zen seeds on the farm: flytrap and pitcher plant eat bugs
  1. Claude seeds the unlock: seed_save.py --set 'unlockedNatureTurrets=["venus_flytrap","pitcher_plant"]'
  2. BUILD > Defences > Venus flytrap (FREE), place it
  3. Wait for an invasion
T41 · NAV-01, MAP-01
Settings

Settings: Sound, Music, Minimap always on

The gear opens SETTINGS with Sound, Music and 'Minimap: always on'. Each toggle works at once and is remembered after a restart.
How it should look: Settings: Sound, Music, Minimap always on
  1. Tap the gear (top right)
  2. Toggle each one
  3. Close with the red X
T42 · NAV-01
Settings

Android BACK closes the top panel, then asks before quitting

BACK with a panel open closes the panel. BACK on the bare farm opens 'QUIT?' with KEEP FARMING / QUIT; KEEP FARMING returns to the game.
How it should look: Android BACK closes the top panel, then asks before quitting
  1. Open BUILD, press the phone's BACK
  2. Press BACK again on the farm
  3. Tap KEEP FARMING
T43 · ECON-02, FIX-01
Saving

Everything is still there after a restart

Coins, gems, placed things, bought spells, settings - all the same after closing the app fully and reopening. No crash when you switch away while it is still loading (QA-01 F21).
How it should look: Everything is still there after a restart
  1. Note your coins and gems
  2. Swipe the app away from recents; reopen it
  3. Reopen, and press HOME during the loading screen; reopen again
T44 · SPEC
Overall

Would you keep playing?

Your call: is it fun, does it feel finished, what would you change first. Put it in the comment box - PASS if it is good enough to show someone, FAIL if not.
no screenshot yet
  1. Play freely for 10 minutes
Claude's response to this round

What changes after round 1

Nine fix tickets. Nothing is built until David says "approved".

Farming (REVIEW-11)

Looks (REVIEW-12)

Building (REVIEW-13)

Tutorials and characters (REVIEW-14)

Spells (REVIEW-15)

Invasions (REVIEW-16)

Mini-games (REVIEW-17)

Tester tools and prices (REVIEW-18, REVIEW-19)

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.harvest stops 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.