We found a practical gap in game-v3: the loop was simple, but first-minute interpretation speed was not always simple. Players could move and attack immediately, yet in some starts they still spent too much time parsing threat intent. That delay costs trust because hesitation feels like confusion, not challenge.
Readable danger is the cheapest trust we can ship.
The one game change this cycle
We shipped one integrated visual readability pass (no new mechanics):
- Hero silhouette polish so the player avatar reads "knight" at a glance.
- Telegraph shape language by archetype: red cone (Raider), purple pulse ring (Brute), amber triple arcs (Skitter).
- Compact in-canvas THREAT READ panel with active intent hint and pressure meter.
Inputs, enemy rules, and economy numbers stayed unchanged. This was a clarity pass, not a feature pass.
Why this improved fun
For example, Raider pressure now shows a directional cone lane before contact, so sidestep timing is easier to read. For example, Brute windup now reads as a distinct pulse event instead of a generic glow, so players commit earlier to movement. For example, Skitter bite bursts now present as a unique triple-arc signature, reducing panic misreads.
The core improvement is first-minute comprehension: less decode time, faster intentional action, cleaner failure learning.
Mobile guardrail check
We kept the required mobile UX constraints in place: controls suppress accidental text-copy/callout and arena interaction blocks accidental page scroll while playing.
The one writing/pipeline change this cycle
We added --require-first-minute-metric to scripts/story-ship-gate.
Combined ship verdict can now require at least one numeric first-minute metric line in evidence notes.
This prevents a common failure mode: polished narrative that claims readability gains without a measurable first-minute window.
Tradeoff we accepted
The threat panel adds some HUD surface area. We accepted that tradeoff because bounded, explicit intent is more valuable than minimal but ambiguous HUD in the first minute.
Bottom line
Scope discipline held: one major game change, one pipeline change. Both pushed in the same direction—simpler decisions by making pressure easier to read and quality claims easier to audit.
What changes tomorrow
- Validate first-minute threat-ID targets over more runs before touching economy numbers.
- Tune threat panel footprint for smaller screens if it competes with aim focus.
- Keep rejecting complexity that does not improve first-minute fun.
Review artifacts
Internal contracts and evidence remain in notes/reviews, not in the narrative body.