Manual review guide · round 2

WeatherFarmer - manual review 2

Round 2 re-tests what failed in round 1 and covers the ~80 re-plan tickets built since (new tutorials, building and yard, spell tree, new bugs, side modes). Where a state is far away, Claude puts it on the device first. The TESTER panel (hold the gear 3 seconds) gives coins, invasions and wave jumps.

WeatherFarmer · build replan-2026-09-25 (latest) · generated 2026-10-07 04:57 · 50 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 · FIX-01, CAM-01
First launch

A title screen with a loading bar, then the whole farm

For a few seconds you see the game's title art with a loading bar (not a plain dark screen). Then the farm: the whole 3x3 farm with a ring of grass around it, in view at once.
no screenshot yet
  1. Uninstall WeatherFarmer (or clear its storage)
  2. Install the latest build
  3. Open it from the app drawer
T02 · TUT-07, TUT-08
Tutorial 1

The first minute: coach text on top, a hand pointer, the FREE button

'Welcome to your farm! This will be quick.' sits in a band at the TOP. A hand pointer shows BUILD, then Land. Land says FREE, the coach says 'Tap FREE', and the hand does not cover the word. FREE then CONFIRM: 3x3 grows to 5x5 for 0 coins.
How it should look: The first minute: coach text on top, a hand pointer, the FREE button
  1. Continue from T01
  2. Tap BUILD, then Land when the hand points
  3. Tap FREE, then CONFIRM
T03 · FARM-05, FARM-04
Tutorial 1

Tilling is a hoe swing; then a seed picker

Tap the highlighted dirt and stand still: the farmer swings a hoe (no floating icon) while the dirt darkens in three steps, about 1.5 s in all. Then a small seed picker opens above the plot listing Wheat with its price (10). Pick it: a sprout appears and the farmer steps aside so you can see it.
How it should look: Tilling is a hoe swing; then a seed picker
  1. Continue from T02
  2. Tap the highlighted dirt cell and wait
  3. Tap Wheat in the picker
T04 · FARM-04, FARM-07
Tutorial 1

Harvest is one tap, at the moment the wheat looks ripe

Wheat grows in about 10 s. The moment it LOOKS ripe, one tap harvests it: '+100' flies to the coin plate and the coin number goes up. The plot is left as plain tilled soil (no stubble). You never have to tap twice or wait while it looks ripe.
How it should look: Harvest is one tap, at the moment the wheat looks ripe
  1. Continue from T03
  2. Wait for 'Your wheat is ready'
  3. Tap the ripe plot right when it changes
T05 · TUT-07, BUG-04
Tutorial 1

The first bugs: squash them; the farm survives

'Bugs! Tap them to squash them.' Five bugs walk in, spread out (not piled on one spot). Each tap squashes one with a sound. At most one crop gets eaten, then 'Nice work! That's the basics.'
How it should look: The first bugs: squash them; the farm survives
  1. Continue from T04
  2. Tap each bug as it walks in
T06 · TUT-06, WORKER-03
Tutorial 1

The tutorial ends by putting a builder on auto-farm

The last tutorial beat says to tap a builder, then AUTO-FARM. The builder gets a small straw-hat badge and walks plot to plot by himself, harvesting ripe crops and replanting the same crop (it costs the seed). No taps needed from you.
How it should look: The tutorial ends by putting a builder on auto-farm
  1. Continue from T05
  2. Tap the builder, then AUTO-FARM
  3. Wait 30 seconds without touching anything
T07 · TUT-04, RHYTHM-04
Tutorial 2

The frog leads you to a rain circle and you play the Rain Dance

The frog appears. A pointer sends you to a stone rain circle in the top left. You and the frog stand there; a short Rain Dance plays (about 20 s, easy pattern) with a 3-2-1 count-in first and see-through lanes over the farm. Hitting notes brings rain, and lightning strikes the farm.
re-test of T07 (round 1, FAIL)
How it should look: The frog leads you to a rain circle and you play the Rain Dance
  1. Continue from T06
  2. Follow the frog's banners and walk to the circle
  3. Play the dance by tapping the falling notes
T08 · SPELL-09, SPELL-04, SFX-02, TALK-01
Tutorial 2

The frog teaches Lightning; it is your only free spell

The frog shows a 3-step lesson on Lightning (what it does, a small demo on a dummy bug, 'try it'). Then the ability arc has ONE spell button (the lightning bolt) plus a SPELLS book button. Each auto-strike makes a quiet zap. Tapping the frog or SPELLS opens a big talk screen: portrait, speech box, a SPELL TREE button.
re-test of T07 (round 1, FAIL)
How it should look: The frog teaches Lightning; it is your only free spell
  1. Continue from T07
  2. Read the frog's lesson and tap 'try it'
  3. Tap the SPELLS button, then back out
T09 · TUT-05, ART-01, TURRET-03
Tutorial 3

Rose, the rock, incense and your first beehive

On the next invasion a young woman with pink pigtails and striped overalls (a detailed sprite, not a blocky figure) shouts 'Eek!'. Her rock was on the map from the start (it does not pop in). She hands you incense (5 minutes of calm), teaches how to build with a ghost and a check button, and gives you a free beehive and your first apiary.
re-test of T09 (round 1, FAIL)
How it should look: Rose, the rock, incense and your first beehive
  1. Continue from T08
  2. Keep farming until the next invasion warning (a few minutes)
  3. Follow Rose's lines
T10 · TUT-08
First ring

The first ring of land is FREE at any time

BUILD > Land shows the first ring (3x3 to 5x5) at FREE even with 0 coins. FREE, then CONFIRM: the farm becomes 5 plots wide and the coin count stays at 0.
How it should look: The first ring of land is FREE at any time
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=0 (a 3x3 farm with no money, tutorial done)
  2. Open BUILD > Land
  3. Tap the first ring, FREE, CONFIRM
T11 · FARM-06
Farming

Pick a seed once, then one tap per plot (and drag to plant)

A seed button with the wheat icon sits on the HUD. Tap it, pick a seed once. From then on one tap on empty tilled soil plants that seed at once, no picker. Dragging a finger across empty plots plants each one you cross. The picker only opens to CHANGE the seed.
How it should look: Pick a seed once, then one tap per plot (and drag to plant)
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set sunGems=20000 (rich save, tutorial done)
  2. Harvest or till a few plots so several are empty
  3. Tap the seed button, pick Wheat
  4. Tap 5 empty plots, then drag across 3 more
T12 · CTRL-04
Controls

The farmer walks on the grass and goes exactly where you tap

Push the move stick left for 3 s: the farmer walks off the plots onto the grass. Tap any spot on the grass: he walks to exactly that spot (not snapped back to a plot). Water, buildings and the forest edge stop him.
re-test of T10 (round 1, FAIL)
How it should look: The farmer walks on the grass and goes exactly where you tap
  1. Continue from T11
  2. Drag the stick (bottom left) left for 3 seconds
  3. Tap a grass spot near the farm
T13 · CAM-01
Controls

The whole farm fits, and pinch zoom is smooth

At the start of play you see the whole farm and a 2-cell ring of grass around it. Pinching zooms smoothly (no jumps), and you can zoom far out to see the forest. Buying a ring of land re-fits the view.
re-test of T11 (round 1, FAIL)
How it should look: The whole farm fits, and pinch zoom is smooth
  1. Continue from T12
  2. Pinch in and out slowly, several times
  3. Zoom all the way out
T14 · HUD-02
HUD

Coins, gems and honey are art plates with icons

Top left: coins, gems and honey each on a small wooden plate with its own icon and a number (no words like COINS). BEST / KILLS / WAVE sit in a compact cluster on the right. There is no SEED text line. Harvest coins fly to the coin plate; a gem flies to the gem plate.
How it should look: Coins, gems and honey are art plates with icons
  1. Continue from T13
  2. Look at the top of the screen
  3. Harvest a crop and watch where the +N lands
T15 · MAP-02
HUD

The minimap is easy to read

A framed wooden map plate top right. Farm tan, tilled soil brown, fences dark brown lines, the house grey, forest dark green. Bugs are red pulsing dots, you are a white dot, the view is a thin white outline. No pink bar.
re-test of T13 (round 1, FAIL)
How it should look: The minimap is easy to read
  1. Continue from T14
  2. Hold the gear (top right) for 3 seconds: the TESTER panel opens, tap INVASION NOW, then close it
  3. Look at the minimap while bugs walk in
T16 · ART-04, ART-02
Art

The farmer and builders have eyes; new house and barn

The farmer and the builders have clearly visible eyes. The lake house and the barn at the top of the map are each one clear building (not a patchwork of tiles).
How it should look: The farmer and builders have eyes; new house and barn
  1. Continue from T15
  2. Zoom in on the farmer and a builder
  3. Walk or pan up to the house and barn
T17 · ART-03, ART-07, ART-06
Art

Whole pine trees with depth; the old flowers, swaying gently

The forest has whole pine trees only, none cut in half: rounded, shaded on one side, with needle detail and narrower than before. The grass flowers are the ORIGINAL flowers from round 1 (about 1 in 5 cells has new flowers), moving only by a slow 1-pixel sway. The grass itself does not move.
How it should look: Whole pine trees with depth; the old flowers, swaying gently
  1. Continue from T16
  2. Zoom out and pan to the forest edge
  3. Look at the flowers in the grass for 5 seconds
T18 · UI-02, UI-03, UI-04
BUILD

BUILD is a tall, scrolling panel with matching icons

BUILD fills about 80% of the screen height. You scroll the list by dragging (no NEXT button). BUILD / SHOP / MODES / gear are hidden while it is open. The selected tab is the brightest. Every row has its own icon and a price with a coin icon. While scrolling, no icon sticks out above or below the list box.
re-test of T19 (round 1, FAIL)
How it should look: BUILD is a tall, scrolling panel with matching icons
  1. Continue from T17
  2. Tap BUILD
  3. Drag the Defences list up and down, then try each tab
T19 · YARD-01, BUILD-02
BUILD

Tap to preview, a shiny check places it; the yard holds defences

A band of slightly darker trimmed grass (2 cells wide) rings the farm. Tap in place mode: a green/red ghost moves there and nothing is placed yet. A round shiny check button and an X appear next to it; the check places it with a pop. Beehives and fences go on the yard, not on your crop plots.
re-test of T20 (round 1, FAIL)
How it should look: Tap to preview, a shiny check places it; the yard holds defences
  1. Continue from T18
  2. BUILD > Defences > Fence
  3. Tap a yard cell, tap another, then tap the check button
T20 · BUILD-02, WORKER-02
BUILD

Long-press to MOVE or REMOVE; idle builders can be moved

Long-press a placed fence: a small MOVE / REMOVE menu. REMOVE gives back half the price (a 200-coin fence refunds 100). MOVE lets you pick a new spot. An idle builder can also be long-press moved and never parks on a crop.
re-test of T21 (round 1, FAIL)
How it should look: Long-press to MOVE or REMOVE; idle builders can be moved
  1. Continue from T19
  2. Long-press the fence you placed
  3. Tap REMOVE and check your coins; long-press an idle builder
T21 · WALL-02, WALL-04
Defences

Fences join into a line; cobblestone and brick walls

Fence pieces join up: straights, corners, T joins and ends, so an L-shaped line turns the corner (no more chest look). Cobblestone wall (400 each) is grey, brick wall (800 each) is red; both join into lines the same way.
How it should look: Fences join into a line; cobblestone and brick walls
  1. Continue from T20
  2. BUILD > Defences, place fences in an L shape
  3. Place a short cobblestone line and a short brick line
T22 · WORKER-02
Builders

A building rises on scaffolding while a builder hammers

A building under construction shows scaffolding in 3 stages and a builder walks over and hammers. Tap the builder: a card shows his job. Builders also clear rocks (including the tutorial rock) for coins.
How it should look: A building rises on scaffolding while a builder hammers
  1. Continue from T21
  2. Buy any building from BUILD > Buildings and place it
  3. Watch it build; tap the builder; send him to the rock
T23 · DEF-03, ART-08
Defences

Scarecrow, sticky trap and the water trench

Scarecrow (3,000) stands on the corner BETWEEN four crop cells, not on a plot. Sticky trap (4,000) goes on a yard cell. Water trench pieces placed in a row look like ONE straight connected channel.
How it should look: Scarecrow, sticky trap and the water trench
  1. Continue from T22
  2. BUILD > Defences
  3. Place a scarecrow between four crops, a trap, then three trench pieces in a row
T24 · DEF-04, ART-05, SFX-02
Defences

Frog pond, bird house and the free-running dog

Frog pond (12,000): a small pond with two frogs. Bird house (8,000): a house on a pole. The dog (20,000 for the free-running one) is about one farm cell tall, runs around the farm and yard and dashes at bugs. Petting him gives a happy bark.
How it should look: Frog pond, bird house and the free-running dog
  1. Continue from T23
  2. BUILD > Defences
  3. Place a pond and a bird house in the yard; place the dog and pet him
T25 · TURRET-03
Defences

Beehives: honey bar, running out, and a free apiary link

Each beehive shows a small honey bar and slowly makes a little honey itself, but runs out of bees if neglected. Connecting a hive to the apiary is free (CONNECT TO HIVES): pink bees fly between them. You never have to tap honey to collect it. Beehive costs 5,000.
re-test of T22 (round 1, FAIL) and T23 (UNTESTED)
How it should look: Beehives: honey bar, running out, and a free apiary link
  1. Continue from T24
  2. Place a beehive and an apiary (tester GIVE APIARY if you have none)
  3. Tap the hive, then CONNECT TO HIVES and pick the apiary
T26 · BLDG-01, BLDG-02
Buildings

Sprinkler, compost bin, tool shed and market stall

Sprinkler (5,000): sprays water, crops within 1 cell grow faster. Compost bin (4,000): 10 compost = 1 fertilizer. Tool shed (25,000): +1 builder slot. Market stall (20,000): a striped awning; refined goods sell for more.
How it should look: Sprinkler, compost bin, tool shed and market stall
  1. Continue from T25
  2. BUILD > Buildings
  3. Place one of each beside the farm and look at them
T27 · DECOR-01
Buildings

The Decor tab: flower bed, lantern and more

BUILD has a Decor tab with 6 pieces: flower bed 2,000, path stone 1,000, lantern 3,000, bench 4,000, bird bath 5,000, hay bale 1,500. Each sways or glows gently and gives a tiny bonus (a flower bed: +1% coins per bed near crops, up to +5%).
How it should look: The Decor tab: flower bed, lantern and more
  1. Continue from T26
  2. BUILD > Decor
  3. Place a flower bed and a lantern on the grass
T28 · ART-05
Buildings

The mill looks like a windmill and COLLECT is grey when empty

The Mill is a windmill-style building with a small flour sack. Its COLLECT button is grey while there is nothing to collect, and lights up when there is flour.
How it should look: The mill looks like a windmill and COLLECT is grey when empty
  1. Continue from T27
  2. BUILD > Buildings > Mill, place it
  3. Open it before and after it makes flour
T29 · UPGRADE-02
Upgrades

Upgrades and the Builders tab have more than one item

Every new defence has a tier II: Scarecrow II 6,000, Sticky Trap II 6,000, Frog Pond II 10,000, Bird House II 8,000; cobble to brick 400 per piece. The Builders tab lists hiring plus Faster Hammers (15,000) and Green Thumbs (20,000).
re-test of T19 (round 1, FAIL: 'very scant')
How it should look: Upgrades and the Builders tab have more than one item
  1. Continue from T28
  2. Open the Upgrades tab, then the Builders tab
  3. Buy one upgrade
T30 · ECON-03, FIX-01, UI-03
SHOP

SHOP: gem packs with bonus ribbons, an Invasion Blocker row

1 gem buys 40 coins. Gem packs: $4.99 = 500 gems; $19.99 = 2,200 (+10%); $49.99 = 6,250 (+25%); $100 = 15,000 (+50%), with ribbons. Specials has an Invasion Blocker row with a price. Prices show a coin icon and are never cut off. (Do not buy anything real.)
How it should look: SHOP: gem packs with bonus ribbons, an Invasion Blocker row
  1. Continue from T29
  2. Tap SHOP
  3. Look at Gems and Specials
T31 · SPELL-05, SPELL-04
Spells

The spell tree: three glowing columns

Tap SPELLS, then SPELL TREE: a full-screen tree. Three columns: Storm yellow, Rain blue, Fire red. Each spell has a 64-pixel icon in a frame. Owned ones are lit, the next buyable ones glow, locked ones are dim. Forks sit side by side with OR, finales have gold frames, spell points are shown at the top. Tapping a spell shows its name, description and numbers, with BUY (1 point) or EQUIP.
re-test of T33 (round 1, UNTESTED)
How it should look: The spell tree: three glowing columns
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set sunGems=20000 --set spellPoints=60 --set 'unlockedAbilities=["lightning"]' --set 'spellGifts=["lightning"]' --set 'equippedSpells=["lightning"]' (no spells but Lightning, 60 spell points, 400,000 coins)
  2. Tap the SPELLS button on the arc, then SPELL TREE
  3. Scroll all three columns; tap a spell
T32 · ICON-01
Spells

The spell icons: clear and distinct?

Each of the 54 spells has its own clear picture; TORNADO is a funnel cloud, not a sun. KNOWN: 5 icons are unclear (moat, inferno_ring, flash_flood, tidal_pull, puddles). Please say in the comment which of these (or any other) icons to redo.
How it should look: The spell icons: clear and distinct?
  1. Continue from T31
  2. Look at every icon in the tree, zoomed in if you like
  3. Write down the unclear ones
T33 · STORM-01, STORM-02, STORM-03, FX-02
Spells

The Storm school: cast Lightning, Thunderclap, Tornado

Buy in order from slot 1 (1 point each). Lightning strikes hard and quietly zaps; Thunderclap has its own thunder sound; Tornado is a grey funnel that sucks bugs in (about 3 cells/s, travels 4 cells) and flings them. Every spell shows a visible effect and makes a sound.
re-test of T34 (round 1, UNTESTED)
How it should look: The Storm school: cast Lightning, Thunderclap, Tornado
  1. Continue from T32
  2. Buy Storm slots 1 to 9 in the tree and equip them
  3. Start an invasion (tester INVASION NOW) and cast each spell
T34 · RAIN-01, RAIN-02, RAIN-03
Spells

The Rain school: Growth Rain, Hail, Flash Flood, Whirlpool...

Rain spells you buy and cast: Growth Rain, Soft Rain, Mist, Puddles, Hail, Moat, Rainbow, Flash Flood, Ice Storm, Downpour, Whirlpool, Tidal Pull. Each shows a clear effect on the farm and plays a sound.
How it should look: The Rain school: Growth Rain, Hail, Flash Flood, Whirlpool...
  1. Continue from T33
  2. Buy a few Rain slots in order and equip them
  3. Cast them with bugs on the farm
T35 · FIRE-01, FIRE-02, FIRE-03, FX-02
Spells

The Fire school: a real flame stream, Fire Wall, Meteor

Fire Stream is flickering flame (not three flat squares). Fire Wall, Ember Mines, Inferno Ring and Meteor each show a clear effect and a sound. Fire counters flyers (Smoke).
re-test of T33 (round 1, UNTESTED)
How it should look: The Fire school: a real flame stream, Fire Wall, Meteor
  1. Continue from T34
  2. Buy Fire slots in order and equip them
  3. Cast them with bugs on the farm
T36 · WIZ-01, WIZ-02, WIZ-03, WIZ-04, TALK-01
Spells

The wizard at the rune stone and his 9 spellbooks

After wave 10 the frog says an old wizard camps by the rune stone to the west; the stone has a minimap marker and a green glow. Tap the wizard: a talk screen with SPELLBOOKS and RESET POINTS (1,700 coins). 9 illustrated books with BUY and EQUIP: Scarecrows / Sweet Bait / Second Harvest 10,000; Mirrors / Portals / Long Night 30,000; Golem / Winter / Reversal 80,000. A 3rd book slot costs 40,000. Equipped books appear on the arc and cast a visible effect.
How it should look: The wizard at the rune stone and his 9 spellbooks
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set sunGems=20000 --set waveNumber=15 (wave 15, rich)
  2. Walk to the green rune stone on the left plains and tap the wizard
  3. Buy two books, equip them, cast them
T37 · BUG-04, CROP-02, DROP-02, SFX-02
Invasions

Bugs spread out, eating sounds gentle, kills pay more

Bugs are spread out, drawn as detailed insects that walk with animation. Eating makes one gentle sound (not spam). An eaten crop shrinks to an earlier growth stage and only dies at zero. A first wave pays over 100 coins in drops (more than one wheat harvest); the payout rises with the wave and levels off.
How it should look: Bugs spread out, eating sounds gentle, kills pay more
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set sunGems=20000 --set lightningOn=false (rich, LIGHTNING off)
  2. Open the tester (hold the gear 3 s), tap INVASION NOW
  3. Watch the bugs, the crops and the dropped coins; pick up the coins
T38 · ENEMY-02
Invasions

Grasshopper jumps a fence; moth flies over everything

The grasshopper (from wave 12) is green: at a fence it jumps once (a 0.6-second arc) then walks on. A water trench or sticky trap stops the jump. The moth (wave 16) is brown and flies straight over fences to your most valuable crop; a scarecrow within 2 cells turns it away. The frog warns one wave before each appears.
How it should look: Grasshopper jumps a fence; moth flies over everything
  1. Continue from T37
  2. Build a fence line; tester: pick BUG: grasshopper, INVASION NOW; then BUG: moth, INVASION NOW
  3. Watch how each one gets past or does not
T39 · TUT-06, ENEMY-03, WALL-03
Invasions

Termites cut ONE path; tutorial 4; REPAIR ALL

At wave 19 the frog warns about termites, and the minimap shows a dashed route toward the farm. At wave 20 a crew of 4-6 termites chews through every fence on one path, then scatters to eat crops. After the wave there is rubble where fences were and a REPAIR ALL button top left showing the total cost; tap it to rebuild every broken piece. The frog also points at cobblestone.
How it should look: Termites cut ONE path; tutorial 4; REPAIR ALL
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set waveNumber=18 --set lightningOn=false (wave 18, rich, LIGHTNING off)
  2. Build a fence ring round the farm
  3. Wait for the invasions (or tester INVASION NOW) and tap REPAIR ALL afterwards
T40 · ENEMY-04
Invasions

The Weevil Queen boss every 10th wave

Wave 10, 20, 30 ...: one very large weevil with a long snout (drawn across 2x2 cells), slow, with a health bar over her. She lays an aphid every few seconds, the warning is a boss variant, and she drops 3 gems when she dies.
How it should look: The Weevil Queen boss every 10th wave
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set sunGems=20000 --set waveNumber=30 --set lightningOn=false (wave 30, rich, LIGHTNING off)
  2. Tester: INVASION NOW (pick the queen if offered, otherwise wait for the wave)
  3. Kill her and check the gems
T41 · ENEMY-05, ENEMY-06, ENEMY-07
Invasions

Locust swarm, stinkbug and wall breakers

Locusts (wave 25): a cloud of many tiny fast flyers that arrive together; the bird house and a scarecrow help. Stinkbug (wave 30): squash it with the farmer and a green cloud slows him by half for 3 seconds; kill it from range instead. Stone-breaker (about wave 40) smashes cobblestone and fences; brick-breaker (about wave 60) also smashes brick.
How it should look: Locust swarm, stinkbug and wall breakers
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set sunGems=20000 --set waveNumber=39 --set lightningOn=false (wave 39, rich, LIGHTNING off)
  2. Place a cobblestone line and a brick line
  3. Tester: BUG: locust, stinkbug, stonebreaker (the rhino beetle), brickbreaker (the stag beetle), one at a time, INVASION NOW
T42 · WAVE-03, DIAL-02
Invasions

Waves get harder; Swarm Horn; blocker trade-off

From wave 25, BUILD > Defences shows the Swarm Horn (30,000): a large horn. Turned ON from its panel: invasions come back to back; its panel says 'Endless swarms - more drops, more danger'. It cannot be on with incense or the blocker. The blocker panel says invasions stop but bug drops stop too.
How it should look: Waves get harder; Swarm Horn; blocker trade-off
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set sunGems=20000 --set waveNumber=30 (wave 30, rich)
  2. BUILD > Defences > Swarm Horn, place it, turn it ON
  3. Check the blocker panel in SHOP > Specials
T43 · RHYTHM-04, MODE-02, BLDG-03
MODES

The Rain Dance plays over the farm and ends on a summary

MODES > Rain Dance: a song picker with stars per song (9 songs). A 3-2-1 count-in, then see-through lanes with falling notes over your farm; the farmer dances. Each hit makes a raindrop burst, every 10-combo a lightning strike. It ends on a summary: score or stars, rewards, and progress to the next goal. New stars give spell points (1 each). The frog shrine (10,000) makes it easier.
re-test of T36 (round 1, UNTESTED)
How it should look: The Rain Dance plays over the farm and ends on a summary
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set sunGems=20000 (rich)
  2. Tap MODES, then Rain Dance
  3. Pick a song, play to the end, read the summary
T44 · MUSIC-01
MODES

Listen to the nine Rain Dance songs

Nine different songs, from about 100 to 140 BPM, each with a clear beat and the farm's warm feel. 5 songs were sped up to their target tempo, so their pitch shifted. Do any sound wrong (too high, chipmunk-like, off)? Name the song numbers in the comment.
no screenshot yet
  1. Continue from T43
  2. Play each song for 15 seconds from the picker
  3. Note any that sound odd
T45 · CHEF-02, CHEF-03
MODES

Harvest Kitchen: match-3 with bombs, music and dish names

Match 4 makes a bomb (clears 3x3), match 5 a colour blast (clears one kind). The board reshuffles if no move exists. Level map names each dish; recipes come from 300+ dishes. The kitchen has music. It ends on a summary.
re-test of T38 (round 1, UNTESTED)
How it should look: Harvest Kitchen: match-3 with bombs, music and dish names
  1. Continue from T44
  2. MODES > Harvest Kitchen
  3. Play one level; make a 4-match and a 5-match
T46 · CHEF-02, CHEF-03
MODES

Chili Cookoff: spells visibly hit the chef's board

A 2-minute match-3 against the chef. Spell buttons are icons (bolt, flame, ...), and FIRE is offered if you own it. A spell shows a visible strike on the chef's board with a one-line caption. The old PEEK is 'NEXT COOK-OFF' with a one-line explanation and a bubbling pot (not a white speck).
re-test of T39 (round 1, UNTESTED)
How it should look: Chili Cookoff: spells visibly hit the chef's board
  1. Continue from T45
  2. MODES > Chili Cookoff
  3. Cast LIGHTNING during the match
T47 · ZEN-03, ART-05, FARM-04
MODES

Zen Garden: Rose runs the shop; the 'needs a song' mini-game

Rose stands behind a counter in a greenhouse. Tap her: ZEN SHOP and TOUR. The tour is optional (say no: 'I see you're an expert'). Bought seeds go to your seed bag and are planted by tapping a pot. 'Needs a song' opens a 5-second mini-game (tap 4 notes in time) and a summary. Each plant has its own picture; flytrap and pitcher plant eat bugs on the farm.
re-test of T37 (round 1, UNTESTED) and T40 (UNTESTED)
How it should look: Zen Garden: Rose runs the shop; the 'needs a song' mini-game
  1. Continue from T46
  2. MODES > Zen Garden, tap Rose
  3. Buy a seed, plant it, tend it; plant a flytrap on the farm from the seed picker
T48 · UI-03, NAV-01
Settings

Settings show ON/OFF; BACK and quit are tidy

Settings rows each show ON or OFF (Sound, Music, Minimap always on). Android BACK closes the top panel first; only then a small QUIT dialog asks to quit (a compact dialog, not a mostly empty panel). Purchase toasts are a plate with an icon.
re-test of T41 and T42 (round 1, UNTESTED)
no screenshot yet
  1. Continue from T47
  2. Tap the gear (short tap) and flip each toggle
  3. Press Android BACK twice
T49 · FIX-01, ECON-02, FARM-06
Saving

Everything is still there after a restart

Close the app completely and open it again: coins, gems, land size, placed things, bought spells, equipped books and the chosen seed are all the same. No crash going to the home screen while it was loading.
re-test of T43 (round 1, UNTESTED)
no screenshot yet
  1. Continue from T48
  2. Note your coins, spells and the seed button
  3. Swipe the app away and open it again
T50 · SPEC
Overall

Would you keep playing?

Your overall verdict. Write it in the comment: what is fun, what is boring, what would make you open this tomorrow.
no screenshot yet
  1. Play freely for five minutes
Claude's response to this round

What changes after round 2

18 passed, 18 failed, 14 untested. APPROVED by David 2026-10-07. Bugs and tap-to-go build first; the tower-defense design (with the termites' road-breaking kept) is written for his OK; art is redone without samples this round, judged by the AI on the device.

Bugs to fix first (REVIEW-21)

Tap to go (REVIEW-22)

A proper tower-defense farm (REVIEW-23, design first)

Unlocks, not free upgrades (REVIEW-24, design first)

Tutorial pacing (REVIEW-25)

Art redo (REVIEW-26, samples first - David picks)

Kitchen and Cook-off (REVIEW-27)

New bug: cockroaches (REVIEW-28)

Not fixed this round: the 14 untested tests stay in the next guide. Decisions: answered 2026-10-07 (design first; build bugs now; art without samples this round; unlocks in the design).

The full plan (every acceptance criterion)

Round 2 fix plan - every acceptance criterion, in David's words

Source: round-2-results.txt + round-2-free-notes.txt (2026-10-07 04:20). Status: APPROVED by David 2026-10-07 ~04:4x ("I'm gonna say approve"). His answers: 1. Tower-defense redesign: yes, design first (DES-05) - "just remember about the termites and stuff that are designed to make the roads" (the termite crew breaks one breach path through walls - the maze design must keep that role). 2. Build the bugs and tap-to-go fixes now, while the design is written: ok. 3. Art redo: NO samples this round - "just send it again ... it's a vision tool, can the AI not tell what's going on in the animation?" -> regenerate, the AI judges each sprite AND animation (as a clip) in game context on the device (F-073); David's sample picks resume next round. 4. Unlocks (REVIEW-24): folded into DES-05. Path (manual-review Part 3, step 0): new systems (tower-defense pathing, bigger map, drag-to-build, cockroaches, a progression/unlock layer) -> /new-project WeatherFarmer --replan with this plan as its source; REVIEW-21/22 can be built straight away (bugs, no new systems).

REVIEW-21 - bugs (T13, T14, T06, T24, T31, T37, T38)

  • AC: bugs spawn only at the forest edges - never inside the farmland or at the gate (wave 5 and wave 12, bottom of map).
  • AC: "any finger touching a joystick should not affect the camera whatsoever" (pan/pinch ignore the joystick pointer).
  • AC: on the Pixel 9 the coin / gem / honey plates sit fully inside the screen (safe-area insets; no top-left clip).
  • AC: a builder with no work "gets out of the way" (walks off the path) and, if crops were eaten, replants them.
  • AC: the spell "practice" screen no longer flashes for half a second: a short demo animation (or nothing) instead.

REVIEW-22 - tap to go, item descriptions (T43, T47, T24)

  • AC: tapping the frog's rain-dance area (walking there) starts a Rain Dance.
  • AC: tapping the greenhouse / garden enters the Zen Garden.
  • AC: every BUILD item has a tap-to-open description: what it does, "enticing, like spells", with small effect icons.
  • AC: the frog pond's effect is visible and described ("what does the frog pond do?"); bird house and dog too.

REVIEW-23 - a proper tower-defense farm (design doc first: DES-05)

  • AC: the playable map is bigger; the frog's rain circle and the wizard's rune stone sit out of the way of expansion.
  • AC: the player can build anywhere up to 3 tiles beyond the farmland; farmland stays crops-only.
  • AC: bugs path around player structures - "the players should basically be incentivized to make the bugs walk through paths that put them next to things that damage them ... a small optimization challenge".
  • AC: the farmer walks through small structures (fences, walls); only big buildings (houses) block him.
  • AC: fences / walls: place one, drag, they auto-connect, the price shows while dragging (The Sims 2 wall tool).
  • AC: the X and check buttons sit ABOVE the item being placed, never beside it.
  • AC: one apiary supplies the 2-3 nearest hives automatically.

REVIEW-24 - unlocks, not free upgrades (design: with DES-05)

  • AC: better versions (brick wall over cobblestone, and the like) unlock through upgrades / a tech tree; they are not available on day one for about the same price. "Things should generally not just strictly upgrade onto other things unless they are further along in a tech tree."

REVIEW-25 - tutorial pacing (T07, T09)

  • AC: Move and Remove are shown together; the player is not forced to press them.
  • AC: the beehive + apiary lesson moves to a later tutorial round (after wave 5-6).
  • AC: the Rain Dance lesson stays where it is (David: "for now, I'll leave it alone").

REVIEW-26 - art redo (T28, T23/T21, T47, T22, T38, T17) - samples first, David picks

  • AC: the finished windmill is re-made ("once it's fully constructed it looks like shit").
  • AC: the water trench is a simple trench with water in it - a basic sprite.
  • AC: the Zen Garden area "feels very zen, literally" - a pebble-garden feel.
  • AC: the builder's hammering animation no longer looks wrong ("looks like he's humping it").
  • AC: the grasshopper is clearly a grasshopper.
  • AC: trees get a slow, light sway on about 1 tree in 10 (not all at once - "not a psychedelic trip").
  • Note: "the animation tool needs to be relooked at" - see factory ticket F-073.

REVIEW-27 - Kitchen and Cook-off (T45, T46)

  • AC: power-ups for 4 in a row, 4 in a square (box), 5 in a row (big), and a T-shape of two 3-in-a-rows; each does a big move (clear a row, blow up an area); matching power-ups together combines their powers.
  • AC: casting a spell shows it on the chef's board (fire spits fire, lightning strikes) - not just a flash.
  • AC: the first Cook-off is winnable for a new player; points push the fire back.
  • AC: "junk" gets a clear name and look (it looks like fire spreading).

REVIEW-28 - cockroaches (T21 comment)

  • AC: a new bug, the cockroach, cannot be squashed by the farmer - only spells and defences kill it.

Factory misses (David: "think about what the factory misses are that led us here")

  • F-071: the plan-project interview never asked about PROGRESSION (unlock order of upgraded variants) - brick walls on day one.
  • F-072: buildables shipped without player-facing descriptions - a description is part of every buildable's done.
  • F-073: art that passed the pipeline still looked bad on device (windmill, trench, hammer animation) - the art acceptance needs a device-screenshot judgement, not only the sprite on its own.
  • F-074: bugs spawning inside the farm escaped every test - a device test for spawn positions per wave.