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.
A title screen with a loading bar, then the whole farm
- Uninstall WeatherFarmer (or clear its storage)
- Install the latest build
- Open it from the app drawer
The first minute: coach text on top, a hand pointer, the FREE button
- Continue from T01
- Tap BUILD, then Land when the hand points
- Tap FREE, then CONFIRM
Tilling is a hoe swing; then a seed picker
- Continue from T02
- Tap the highlighted dirt cell and wait
- Tap Wheat in the picker
Harvest is one tap, at the moment the wheat looks ripe
- Continue from T03
- Wait for 'Your wheat is ready'
- Tap the ripe plot right when it changes
The first bugs: squash them; the farm survives
- Continue from T04
- Tap each bug as it walks in
The tutorial ends by putting a builder on auto-farm
- Continue from T05
- Tap the builder, then AUTO-FARM
- Wait 30 seconds without touching anything
The frog leads you to a rain circle and you play the Rain Dance
- Continue from T06
- Follow the frog's banners and walk to the circle
- Play the dance by tapping the falling notes
The frog teaches Lightning; it is your only free spell
- Continue from T07
- Read the frog's lesson and tap 'try it'
- Tap the SPELLS button, then back out
Rose, the rock, incense and your first beehive
- Continue from T08
- Keep farming until the next invasion warning (a few minutes)
- Follow Rose's lines
The first ring of land is FREE at any time
- CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=0 (a 3x3 farm with no money, tutorial done)
- Open BUILD > Land
- Tap the first ring, FREE, CONFIRM
Pick a seed once, then one tap per plot (and drag to plant)
- CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set sunGems=20000 (rich save, tutorial done)
- Harvest or till a few plots so several are empty
- Tap the seed button, pick Wheat
- Tap 5 empty plots, then drag across 3 more
The farmer walks on the grass and goes exactly where you tap
- Continue from T11
- Drag the stick (bottom left) left for 3 seconds
- Tap a grass spot near the farm
The whole farm fits, and pinch zoom is smooth
- Continue from T12
- Pinch in and out slowly, several times
- Zoom all the way out
Coins, gems and honey are art plates with icons
- Continue from T13
- Look at the top of the screen
- Harvest a crop and watch where the +N lands
The minimap is easy to read
- Continue from T14
- Hold the gear (top right) for 3 seconds: the TESTER panel opens, tap INVASION NOW, then close it
- Look at the minimap while bugs walk in
The farmer and builders have eyes; new house and barn
- Continue from T15
- Zoom in on the farmer and a builder
- Walk or pan up to the house and barn
Whole pine trees with depth; the old flowers, swaying gently
- Continue from T16
- Zoom out and pan to the forest edge
- Look at the flowers in the grass for 5 seconds
BUILD is a tall, scrolling panel with matching icons
- Continue from T17
- Tap BUILD
- Drag the Defences list up and down, then try each tab
Tap to preview, a shiny check places it; the yard holds defences
- Continue from T18
- BUILD > Defences > Fence
- Tap a yard cell, tap another, then tap the check button
Long-press to MOVE or REMOVE; idle builders can be moved
- Continue from T19
- Long-press the fence you placed
- Tap REMOVE and check your coins; long-press an idle builder
Fences join into a line; cobblestone and brick walls
- Continue from T20
- BUILD > Defences, place fences in an L shape
- Place a short cobblestone line and a short brick line
A building rises on scaffolding while a builder hammers
- Continue from T21
- Buy any building from BUILD > Buildings and place it
- Watch it build; tap the builder; send him to the rock
Scarecrow, sticky trap and the water trench
- Continue from T22
- BUILD > Defences
- Place a scarecrow between four crops, a trap, then three trench pieces in a row
Frog pond, bird house and the free-running dog
- Continue from T23
- BUILD > Defences
- Place a pond and a bird house in the yard; place the dog and pet him
Beehives: honey bar, running out, and a free apiary link
- Continue from T24
- Place a beehive and an apiary (tester GIVE APIARY if you have none)
- Tap the hive, then CONNECT TO HIVES and pick the apiary
Sprinkler, compost bin, tool shed and market stall
- Continue from T25
- BUILD > Buildings
- Place one of each beside the farm and look at them
The Decor tab: flower bed, lantern and more
- Continue from T26
- BUILD > Decor
- Place a flower bed and a lantern on the grass
The mill looks like a windmill and COLLECT is grey when empty
- Continue from T27
- BUILD > Buildings > Mill, place it
- Open it before and after it makes flour
Upgrades and the Builders tab have more than one item
- Continue from T28
- Open the Upgrades tab, then the Builders tab
- Buy one upgrade
SHOP: gem packs with bonus ribbons, an Invasion Blocker row
- Continue from T29
- Tap SHOP
- Look at Gems and Specials
The spell tree: three glowing columns
- 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)
- Tap the SPELLS button on the arc, then SPELL TREE
- Scroll all three columns; tap a spell
The spell icons: clear and distinct?
- Continue from T31
- Look at every icon in the tree, zoomed in if you like
- Write down the unclear ones
The Storm school: cast Lightning, Thunderclap, Tornado
- Continue from T32
- Buy Storm slots 1 to 9 in the tree and equip them
- Start an invasion (tester INVASION NOW) and cast each spell
The Rain school: Growth Rain, Hail, Flash Flood, Whirlpool...
- Continue from T33
- Buy a few Rain slots in order and equip them
- Cast them with bugs on the farm
The Fire school: a real flame stream, Fire Wall, Meteor
- Continue from T34
- Buy Fire slots in order and equip them
- Cast them with bugs on the farm
The wizard at the rune stone and his 9 spellbooks
- CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set sunGems=20000 --set waveNumber=15 (wave 15, rich)
- Walk to the green rune stone on the left plains and tap the wizard
- Buy two books, equip them, cast them
Bugs spread out, eating sounds gentle, kills pay more
- CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set sunGems=20000 --set lightningOn=false (rich, LIGHTNING off)
- Open the tester (hold the gear 3 s), tap INVASION NOW
- Watch the bugs, the crops and the dropped coins; pick up the coins
Grasshopper jumps a fence; moth flies over everything
- Continue from T37
- Build a fence line; tester: pick BUG: grasshopper, INVASION NOW; then BUG: moth, INVASION NOW
- Watch how each one gets past or does not
Termites cut ONE path; tutorial 4; REPAIR ALL
- 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)
- Build a fence ring round the farm
- Wait for the invasions (or tester INVASION NOW) and tap REPAIR ALL afterwards
The Weevil Queen boss every 10th wave
- 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)
- Tester: INVASION NOW (pick the queen if offered, otherwise wait for the wave)
- Kill her and check the gems
Locust swarm, stinkbug and wall breakers
- 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)
- Place a cobblestone line and a brick line
- Tester: BUG: locust, stinkbug, stonebreaker (the rhino beetle), brickbreaker (the stag beetle), one at a time, INVASION NOW
Waves get harder; Swarm Horn; blocker trade-off
- CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set sunGems=20000 --set waveNumber=30 (wave 30, rich)
- BUILD > Defences > Swarm Horn, place it, turn it ON
- Check the blocker panel in SHOP > Specials
The Rain Dance plays over the farm and ends on a summary
- CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set sunGems=20000 (rich)
- Tap MODES, then Rain Dance
- Pick a song, play to the end, read the summary
Listen to the nine Rain Dance songs
- Continue from T43
- Play each song for 15 seconds from the picker
- Note any that sound odd
Harvest Kitchen: match-3 with bombs, music and dish names
- Continue from T44
- MODES > Harvest Kitchen
- Play one level; make a 4-match and a 5-match
Chili Cookoff: spells visibly hit the chef's board
- Continue from T45
- MODES > Chili Cookoff
- Cast LIGHTNING during the match
Zen Garden: Rose runs the shop; the 'needs a song' mini-game
- Continue from T46
- MODES > Zen Garden, tap Rose
- Buy a seed, plant it, tend it; plant a flytrap on the farm from the seed picker
Settings show ON/OFF; BACK and quit are tidy
- Continue from T47
- Tap the gear (short tap) and flip each toggle
- Press Android BACK twice
Everything is still there after a restart
- Continue from T48
- Note your coins, spells and the seed button
- Swipe the app away and open it again
Would you keep playing?
- Play freely for five minutes
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)
- Bugs spawn at the forest edge, never inside the farm or at the gate (seen wave 5 and 12).
- A finger on the joystick never moves the camera.
- Coins / gems / honey plates stay inside the screen on the Pixel 9 (top-left clips).
- Builders with nothing to do replant eaten crops, then step out of the way.
- The spell "practice" screen flashed for half a second: replace it with a short demo animation.
Tap to go (REVIEW-22)
- Tap the frog's rain circle -> start a Rain Dance.
- Tap the greenhouse / garden -> enter the Zen Garden.
- Every item in BUILD has a description you can tap open: what it does, in exciting words, with small icons for its effects.
- The frog pond, bird house and dog say what they do (the frog pond did nothing you could see).
A proper tower-defense farm (REVIEW-23, design first)
- Read the design draft (DES-05) - 4 choices for you
- A bigger map; the frog's circle and the wizard's stone move out of the way.
- Build anywhere up to 3 tiles out from the farmland (farmland itself stays for crops).
- Bugs walk paths around what you build: you shape their route past the things that hurt them.
- The farmer walks through small things (fences, walls); only big buildings block him.
- Fences: drag to place a line, the price shown as you drag (like The Sims wall tool). The X and check sit above the item.
- One apiary feeds the 2-3 nearest hives by itself.
Unlocks, not free upgrades (REVIEW-24, design first)
- Brick walls and other better versions unlock later (upgrades / a tech tree), not on day one.
Tutorial pacing (REVIEW-25)
- Move / Remove: show both at once; the player does not have to press them.
- The beehive and apiary lesson moves to after wave 5-6.
- The Rain Dance lesson stays where it is (David: "leave it alone" for now).
Art redo (REVIEW-26, samples first - David picks)
- Windmill (finished state), water trench (a simple water-filled trench), Zen Garden (calm, pebble-garden feel), the builder's hammer animation, a grasshopper that clearly looks like one.
- Trees: a slow, gentle sway on about 1 tree in 10.
Kitchen and Cook-off (REVIEW-27)
- Power-ups: 4 in a row, 4 in a square, 5 in a row (big), T-shape; power-ups combine when matched together.
- Spells show on the chef's board (fire spits fire, lightning strikes).
- The first Cook-off is winnable; "junk" gets a clear name and look.
New bug: cockroaches (REVIEW-28)
- A cockroach cannot be squashed - spells or defences only.
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.