Manual review guide · round 3

WeatherFarmer - manual review 3

Round 3 re-tests what failed in round 2 and the tests you did not reach. About 30 fixes were built: spawns, joystick, tap-to-go, descriptions, drag-to-build fences, Kitchen power-ups, new art and the cockroach. The bigger map, 3-tile yard and unlocks are NOT in this round; they wait for your OK on the tower-defense design.

WeatherFarmer · build replan-2026-09-25 (latest) · generated 2026-10-07 19:01 · 45 tests, in the order you reach the screens
passed 0failed 0untested 0
The test · what it should do
How it should look
How to get there
Result · comments
T01 · WORKER-03, WORKER-04
Tutorial 1

The tutorial ends with a builder on auto-farm

Same as before: the last tutorial beat says to tap a builder, then AUTO-FARM. The builder gets a straw-hat badge and farms by himself. Nothing new to learn here: tell me if the tutorial still feels too crammed up to this point.
re-test of T06 (round 2, FAIL)
How it should look: The tutorial ends with a builder on auto-farm
  1. CLAUDE INSTALLS: a fresh install of the latest build, no seed
  2. Play the tutorial from the title screen to the auto-farm step
  3. Wait 30 seconds without touching anything
T02 · TUT-04, RHYTHM-04
Tutorial 2

The frog and the Rain Dance lesson

The Rain Dance lesson is NOT changed on purpose (you said 'leave it alone'). It should still lead you to the rain circle and play a short dance. Tell me in the comment if it still feels too fast or too forced.
re-test of T07 (round 2, FAIL)
How it should look: The frog and the Rain Dance lesson
  1. Continue from T01
  2. Follow the frog to the rain circle
  3. Play the short dance, then read the Lightning lesson
T03 · TUT-09, TUT-05
Tutorial 3

Rose shows MOVE and REMOVE together

On the next invasion Rose gives you incense and teaches building. She now says ONE line, 'Hold anything you built - here are MOVE and REMOVE', with both buttons lit at the same time. You are NOT forced to press either. The free beehive and apiary are no longer given here.
re-test of T09 (round 2, FAIL)
How it should look: Rose shows MOVE and REMOVE together
  1. Continue from T02
  2. Keep farming until the next invasion warning (a few minutes)
  3. Follow Rose's lines; do not press MOVE or REMOVE
T04 · TUT-10
Tutorial 3

The beehive lesson comes later, after wave 6

After you survive wave 6, Rose shows a gold exclamation badge. Tap her and pick the bees topic: she teaches the beehive and apiary and gives you a free beehive and apiary. Before wave 6 nobody mentions bees.
re-test of T09 (round 2, FAIL)
How it should look: The beehive lesson comes later, after wave 6
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set waveNumber=6 (tutorial done, wave 6)
  2. Look for the gold badge over Rose
  3. Tap Rose, then the bees topic; then open BUILD > Defences
T05 · CAM-02
Controls

A finger on the joystick never moves the camera

Pan or pinch the camera with one finger, then touch the joystick with another. The camera does not move, jump or zoom because of the joystick finger. The whole farm still fits at the start and pinch zoom is smooth.
re-test of T13 (round 2, FAIL)
How it should look: A finger on the joystick never moves the camera
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=1000
  2. Drag one finger on the farm to pan the camera
  3. While panning, touch the joystick with a second finger; also try during a pinch
T06 · HUD-03
HUD

The coin, gem and honey plates are fully on screen

On your Pixel the three plates in the top left sit fully inside the screen. Nothing is cut off by the rounded corner or camera hole.
re-test of T14 (round 2, PASS - changed by HUD-03)
How it should look: The coin, gem and honey plates are fully on screen
  1. Continue from T05
  2. Look at the top left corner
T07 · WALK-01
Controls

The farmer walks through fences, walls and small things

Your farmer walks straight through fences, walls, traps, trenches, scarecrows and decor. Only big buildings (house, barn, windmill, greenhouse) stop him. Bugs still treat fences and walls as walls.
re-test of T24 (round 2, FAIL)
How it should look: The farmer walks through fences, walls and small things
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=5000 (fences and a small building will be placed for you)
  2. Walk the farmer through a fence line
  3. Walk him at the house or barn
T08 · SPAWN-01
Invasions

Bugs spawn at the forest edge, never inside the farm

On wave 5 and wave 12 the bugs appear at the dark forest edge (left, right, bottom) and walk in. None appear inside the farmland, and none right at the gate at the bottom.
re-test of T37 (round 2, FAIL)
How it should look: Bugs spawn at the forest edge, never inside the farm
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set waveNumber=4 --set lightningOn=false (the 5th wave is next)
  2. Wait for the warning banner to end
  3. Watch where the bugs appear; repeat on wave 12 if you can (tester wave jump)
T09 · SOUND-03
Invasions

You can hear the bugs eating

When bugs eat a crop you hear a soft munch. It is gentle, but you can hear it over the music on your phone speaker.
re-test of T37 (round 2, FAIL)
How it should look: You can hear the bugs eating
  1. Continue from T08, phone volume up
  2. Let a few bugs reach the crops
  3. Listen
T10 · WORKER-04
Builders

Idle builders get out of the way and replant eaten crops

A builder with nothing to do steps off the path and waits at the side, not in your way. A builder on auto-farm goes back and replants plots that the bugs ate.
re-test of T06 (round 2, FAIL)
How it should look: Idle builders get out of the way and replant eaten crops
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=5000 --set waveNumber=4 --set lightningOn=false
  2. Hire a builder and turn on AUTO-FARM
  3. Let the bugs eat some crops, then watch the builder
T11 · ART-14
Art

A few trees sway gently

About one tree in ten leans slowly and slightly. Most trees stand still. It is calm, not a psychedelic trip.
re-test of T17 (round 2, PASS - changed by ART-14)
How it should look: A few trees sway gently
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial
  2. Zoom out to see the forest
  3. Watch the trees for 20 seconds
T12 · DESC-01
BUILD

Every BUILD item has a tap-to-open description

On every BUILD tab, tap an item's name or the (i): a card drops down with a short exciting pitch, small icons for its effects, and the price or unlock note. BUY still buys. No item is missing a description.
re-test of T24 (round 2, FAIL)
How it should look: Every BUILD item has a tap-to-open description
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=5000
  2. BUILD > Defences, tap the info on the Beehive
  3. Check the Buildings and Decor tabs too
T13 · BUILD-03
BUILD

Drag to build a fence line, with the price

Pick Fence, press on a cell and drag along the grass: a straight line of fences appears, joins up by itself, and a price follows your finger ('12 fences - 120 coins'). Lift the finger: one check and one X for the whole line. The check pays once. Walls work the same way.
re-test of T19 (round 2, FAIL)
How it should look: Drag to build a fence line, with the price
  1. Continue from T12
  2. BUILD > Defences > Fence
  3. Press and drag a line, then lift your finger and tap the check
T14 · BUILD-03
BUILD

The check and X sit above the thing you place

For every item you place, the check and the X are ABOVE it, never beside it, so they do not cover the cells you are aiming at.
re-test of T19 (round 2, FAIL)
How it should look: The check and X sit above the thing you place
  1. Continue from T13
  2. BUILD > pick any item
  3. Tap a cell and look where the check and X are
T15 · PLACE-01
BUILD

A refused placement tells you why

Tap a cell where the item cannot go: the ghost turns red and a short line says why, for example 'Scarecrows go between your crops'.
re-test of T24 (round 2, FAIL)
How it should look: A refused placement tells you why
  1. Continue from T14
  2. BUILD > Defences > Scarecrow
  3. Tap a cell on the grass far from the crops
T16 · WALL-02, WALL-04
Defences

Fences join into lines; cobblestone and brick walls

Fence pieces join: straights, corners, T joins, ends. Cobblestone (400) is grey, brick (800) is red. KNOWN, NOT FIXED YET: brick is still available from day one. Unlocking better walls through a tech tree waits for your OK on the tower-defense design.
re-test of T21 (round 2, FAIL)
How it should look: Fences join into lines; cobblestone and brick walls
  1. Continue from T15
  2. Place fences in an L shape
  3. Place a short cobblestone line and a brick line
T17 · ART-10
Defences

The water trench is a simple trench with water

Three trench pieces in a row look like one plain dug channel with blue water in it. Nothing fancy. (The picture may show the old art; the text is the target.) Note: the straight and corner pieces are still the old ones - their new versions failed the factory's art checks (one did not cut out cleanly, one failed the 'straight channel' test); the end, post and T pieces are new.
re-test of T23 (round 2, FAIL)
How it should look: The water trench is a simple trench with water
  1. Continue from T16
  2. BUILD > Defences > Water Trench
  3. Place three pieces in a row, zoom in a little
T18 · ART-12
Builders

The builder hammers the building properly

A builder stands BESIDE the scaffold, facing it, and swings a hammer up and down with a small spark on each hit. It does not look like he is humping the building. (The picture may show the old animation.)
re-test of T22 (round 2, FAIL)
How it should look: The builder hammers the building properly
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=200000
  2. BUILD > Buildings > Tool Shed, place it
  3. Watch the builder while it builds
T19 · DESC-02
Defences

The frog pond, bird house and dog show what they do

The frog pond flicks a tongue at a bug in range. The bird house sends out a bird that dives at a bug. The dog chases bugs. Each description in BUILD says so.
re-test of T24 (round 2, FAIL)
How it should look: The frog pond, bird house and dog show what they do
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=50000 --set waveNumber=4 --set lightningOn=false
  2. Place a frog pond and a bird house in the yard
  3. Start the invasion and watch them
T20 · APIARY-02
Defences

One apiary feeds the 3 nearest hives

Place an apiary near hives: it links itself to the 3 nearest hives within 5 cells, no CONNECT needed. Pink bees fly to each. A fourth hive is left for another apiary. CONNECT still lets you change it.
re-test of T25 (round 2, FAIL)
How it should look: One apiary feeds the 3 nearest hives
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=50000
  2. Place 3 beehives close together
  3. Place an apiary next to them
T21 · ART-09
Buildings

The finished windmill looks like a windmill

The finished Mill looks like a small farm windmill: base, door, four turning sails. Its COLLECT button is grey when empty. (The picture may show the old art.)
re-test of T28 (round 2, FAIL)
How it should look: The finished windmill looks like a windmill
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=200000
  2. BUILD > Buildings > Mill, place it
  3. Wait until it is finished and look at it
T22 · BLDG-01, BLDG-02, DESC-01
Buildings

Sprinkler, compost bin, tool shed and market stall

Sprinkler (5,000): 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): refined goods sell for more. Each has a description card.
re-test of T26 (round 2, UNTESTED)
How it should look: Sprinkler, compost bin, tool shed and market stall
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set sunGems=20000
  2. BUILD > Buildings, place one of each
  3. Tap the info on each row
T23 · DECOR-01, DESC-01
Buildings

The Decor tab

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 a little and has a description card.
re-test of T27 (round 2, UNTESTED)
How it should look: The Decor tab
  1. Continue from T22
  2. BUILD > Decor
  3. Place a flower bed and a lantern
T24 · UPGRADE-02
Upgrades

Upgrades and the Builders tab have more than one item

Every defence has a tier II: Scarecrow II 6,000, Sticky Trap II 6,000, Frog Pond II 10,000, Bird House II 8,000. The Builders tab has hiring plus Faster Hammers (15,000) and Green Thumbs (20,000).
re-test of T29 (round 2, UNTESTED)
How it should look: Upgrades and the Builders tab have more than one item
  1. Continue from T23
  2. Open the Upgrades tab, then the Builders tab
  3. Buy one upgrade
T25 · ECON-03
SHOP

SHOP: gem packs with 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. Prices are never cut off. (Do not buy anything real.)
re-test of T30 (round 2, UNTESTED)
How it should look: SHOP: gem packs with ribbons, an Invasion Blocker row
  1. Continue from T24
  2. Tap SHOP
  3. Look at Gems and Specials
T26 · SPELL-10, SPELL-05
Spells

Buying a spell shows a short demo

In the spell tree, buy a spell for the first time: a short watch-only demo (about 3 seconds) shows the spell's effect with a label, then you are back in the tree. No half-second flash, nothing to do.
re-test of T31 (round 2, FAIL)
How it should look: Buying a spell shows a short demo
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set spellPoints=5
  2. Tap SPELLS, then SPELL TREE
  3. Buy the next Storm spell and watch
T27 · STORM-01, STORM-02, STORM-03
Spells

The Storm school: Lightning, Thunderclap, Tornado

Buy Storm spells in order (1 point each). Lightning strikes hard; Thunderclap has its own sound; Tornado is a grey funnel that sucks bugs in and flings them. Each shows an effect and makes a sound.
re-test of T33 (round 2, UNTESTED)
How it should look: The Storm school: Lightning, Thunderclap, Tornado
  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"]' (only Lightning, 60 spell points)
  2. Buy Storm slots 1 to 9 and equip them
  3. Start an invasion (tester INVASION NOW) and cast each
T28 · RAIN-01, RAIN-02, RAIN-03
Spells

The Rain school

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.
re-test of T34 (round 2, UNTESTED)
How it should look: The Rain school
  1. Continue from T27
  2. Buy a few Rain slots in order and equip them
  3. Cast them with bugs on the farm
T29 · FIRE-01, FIRE-02, FIRE-03
Spells

The Fire school

Fire Stream is real flickering flame. Fire Wall, Ember Mines, Inferno Ring and Meteor each show a clear effect and a sound. Fire counters flyers.
re-test of T35 (round 2, UNTESTED)
How it should look: The Fire school
  1. Continue from T28
  2. Buy Fire slots in order and equip them
  3. Cast them with bugs on the farm
T30 · WIZ-01, WIZ-02, WIZ-03, WIZ-04
Spells

The wizard at the rune stone and his 9 spellbooks

After wave 10 the frog says a wizard camps by the rune stone to the west. Tap him: SPELLBOOKS and RESET POINTS (1,700). 9 books with BUY and EQUIP (10,000 / 30,000 / 80,000); a 3rd book slot costs 40,000. Equipped books show on the arc and cast a visible effect. (The stone has NOT moved yet.)
re-test of T36 (round 2, UNTESTED)
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 and tap the wizard
  3. Buy two books, equip them, cast them
T31 · ART-13
Invasions

The grasshopper is clearly a grasshopper

From wave 12 the grasshopper is bright green with long back legs and a jump pose. You can tell it from the beetle and the aphid at a glance. At a fence it jumps once. (The picture may show the old art.)
re-test of T38 (round 2, FAIL)
How it should look: The grasshopper is clearly a grasshopper
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=5000 --set waveNumber=11 --set lightningOn=false
  2. Build a short fence line
  3. Wait for wave 12 and watch the grasshopper
T32 · ENEMY-08
Invasions

The cockroach cannot be squashed

From wave 14 (the frog warns one wave before) a brown cockroach comes. Walking into it or tapping it does nothing. Only spells and defences kill it (try Lightning).
re-test of T21 (round 2, FAIL - your cockroach idea)
How it should look: The cockroach cannot be squashed
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set waveNumber=13 --set lightningOn=false (wave 14 is next)
  2. Wait for the cockroach
  3. Try to squash it with the farmer, then cast Lightning
T33 · ENEMY-03, WALL-03, TUT-06
Invasions

Termites cut one path; REPAIR ALL

At wave 19 the frog warns about termites. At wave 20 a crew chews through fences on ONE path, then scatters. After the wave there is rubble and a REPAIR ALL button with the total cost.
re-test of T39 (round 2, UNTESTED)
How it should look: Termites cut one path; REPAIR ALL
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set waveNumber=18 --set lightningOn=false
  2. Build a fence ring round the farm
  3. Wait for the invasions (or tester INVASION NOW), then tap REPAIR ALL
T34 · ENEMY-05, ENEMY-06, ENEMY-07
Invasions

Locust swarm, stinkbug and wall breakers

Locusts (wave 25): a cloud of tiny fast flyers. Stinkbug (wave 30): a green cloud slows the farmer if you squash it. Stone-breaker (about wave 40) smashes cobblestone and fences; brick-breaker also smashes brick.
re-test of T41 (round 2, UNTESTED)
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
  2. Place a cobblestone line and a brick line
  3. Tester: pick each bug, INVASION NOW
T35 · WAVE-03, DIAL-02
Invasions

Swarm Horn and the blocker trade-off

From wave 25, BUILD > Defences shows the Swarm Horn (30,000). Turned ON, invasions come back to back ('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.
re-test of T42 (round 2, UNTESTED)
How it should look: Swarm Horn and the blocker trade-off
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set coins=400000 --set sunGems=20000 --set waveNumber=30
  2. BUILD > Defences > Swarm Horn, place it, turn it ON
  3. Check the blocker panel in SHOP > Specials
T36 · TAP-01, RHYTHM-04
MODES

Tap the frog's rain circle to start a Rain Dance

Tap the stone rain circle where the frog stands: the farmer walks there and the Rain Dance song picker opens. You do not need the MODES panel.
re-test of T43 (round 2, FAIL)
How it should look: Tap the frog's rain circle to start a Rain Dance
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial
  2. Tap the frog's rain circle on the farm
  3. Pick a song and play a few notes
T37 · TAP-01
MODES

Tap the greenhouse to enter the Zen Garden

Tap the little greenhouse (or garden) on the map: the farmer walks there and the Zen Garden opens.
re-test of T47 (round 2, FAIL)
How it should look: Tap the greenhouse to enter the Zen Garden
  1. Continue from T36
  2. Tap the greenhouse on the farm
T38 · ART-11
MODES

The Zen Garden feels zen

The garden looks like a pebble garden: raked gravel in soft patterns, smooth stones, a little moss, soft light. Rose still runs the shop. (The picture may show the old plain background.)
re-test of T47 (round 2, FAIL)
How it should look: The Zen Garden feels zen
  1. Continue from T37
  2. Look at the whole Zen Garden screen
  3. Tap Rose and open ZEN SHOP
T39 · CHEF-04, CHEF-08
MODES

Kitchen power-ups: 4 in a row, a square, 5 in a row, a T

4 in a row makes a row-clearer (the Whisk). 4 in a square makes a bomb that blows up the area. 5 in a row makes the big Golden Ladle (one kind). A T-shape of two 3-matches makes a power-up that clears its row and column. Each does a big move.
re-test of T45 (round 2, FAIL)
How it should look: Kitchen power-ups: 4 in a row, a square, 5 in a row, a T
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set kitchenBoardSeed=4 (a board with these shapes ready)
  2. MODES > Harvest Kitchen, start a level
  3. Make each shape and tap the power-up
T40 · CHEF-05
MODES

Two power-ups swapped together combine

Swap two power-ups next to each other: row-clearer + row-clearer clears a full cross; bomb + bomb is a 5x5 blast; big power-up + any turns every piece of that kind into it. The Kitchen help text lists the combinations.
re-test of T46 (round 2, FAIL)
How it should look: Two power-ups swapped together combine
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set kitchenBoardSeed=7
  2. MODES > Harvest Kitchen, start a level
  3. Make two power-ups and swap them
T41 · CHEF-06
MODES

A spell shows on the chef's board

In the Cook-off, tap Fire: flames spit across the chef's pieces for about a second. Tap Lightning: bolts strike her cells. It is more than a flash.
re-test of T46 (round 2, FAIL)
How it should look: A spell shows on the chef's board
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial --set 'spellSlots=["storm_1","fire_1"]'
  2. MODES > Chili Cookoff, start a match
  3. Cast Fire, then Lightning
T42 · CHEF-07
MODES

The first Cook-off is winnable; 'junk' is now Embers

Your points push the fire back (a pale blue section on the fire bar). The fire is slower in the first match, so a new player can win. The spreading pieces are called Embers and look like glowing coals. A win shows 'YOU WIN!' with the score.
re-test of T46 (round 2, FAIL)
How it should look: The first Cook-off is winnable; 'junk' is now Embers
  1. CLAUDE SEEDS: python3 .claude/scripts/seed_save.py --verify --skip-tutorial
  2. MODES > Chili Cookoff, tap COOK
  3. Play the first match to the end
T43 · UI-03, NAV-01
Settings

Settings show ON/OFF; BACK and quit are tidy

Each settings row shows ON or OFF. Android BACK closes the top panel first; then a small QUIT dialog asks to quit. Purchase toasts are a plate with an icon.
re-test of T48 (round 2, UNTESTED)
no screenshot yet
  1. Continue from T42
  2. Tap the gear (short tap) and flip each toggle
  3. Press Android BACK twice
T44 · 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 and the chosen seed are the same. No crash while loading.
re-test of T49 (round 2, UNTESTED)
no screenshot yet
  1. Continue from T43
  2. Note your coins, spells and seed button
  3. Swipe the app away and open it again
T45 · SPEC
Overall

Would you keep playing?

Your overall verdict. Say in the comment what you liked, what bored you, and what you would fix first.
re-test of T50 (round 2, UNTESTED)
no screenshot yet
  1. Play freely for a few minutes
  2. Write your verdict in the comment box