지원과 위험을 분리한 완전 합법 배치

EXP 5 레벨업 조건을 결과로 확인

HP Statue를 위험 전 경로에 둔다


저체력 진입이므로 모든 회복 사용

회복 두 개와 방어 Statue 선행

복합 Slime_Crate보다 지원 위치 우선 확보

회복 후에도 HP0이면 경로 변경

지원이 위험 뒤에 놓일 때


largest-first 완전 포장 후 Heart와 Statue를 경로에 포함

Heart 회복을 포함해 HP 1 이상 잔존

EXP10 도달 여부 확인

HP0이면 함정 행을 바꾼 대안 1회 비교

packing dead-end, HP0, 또는 더 나은 합법 trap 위치


Stage 1 완전 합법 배치와 Start 가능 상태를 현재 화면에서 확인했다.


현재-run의 적용 가능한 선행 지식이 없어 fresh screenshot과 현재 배치만 사용했다.

결과 화면 HP/EXP 확인

화면 우선 판단: 현재-run 화면과 배치만으로 simulation을 승인했다.


Heart 두 개와 Statue_Def가 포함된 완전 합법 배치와 Start 가능 상태를 확인했다.


저체력 진입에서도 생존 클리어

화면 우선 판단: 회복과 방어 지원을 모두 사용한 배치를 승인했다.


7개 오브젝트가 모두 배치되고 Start 가능한 기준 배치를 확인했다.


화면 우선 판단: largest-first 완전 포장 기준선을 실행했다.


Retry 후 Trap 2x2를 다른 합법 행으로 이동한 완전 배치를 확인했다.


화면 우선 판단: 함정 행만 바꾼 통제된 대안을 실행했다.


This proves local hook configuration files exist; the host must still trust/load project hooks.


Use record-knowledge after reporting handoffs and knowledge-context before every strategy decision.


A counted run is one fresh guarded PlayTest scene execution with passing preflight and canonical linked evidence. An interrupted count requires two played stages or two complete loops including a changed branch, an actionable finding, and no safe high-value action remaining. Game completion is preferred but not mandatory.

Proceed means continue all visible gameplay/result/retry flows and post-run reporting until the counted-run contract is closed.


During PlayTest, analyze and record Unity Editor errors only. Do not modify code, scenes, prefabs, ScriptableObjects, or assets to fix them until the human approves a separate fix step after the test result report.


Normal PlayTest sessions must begin in Edit Mode with Assets/Scenes/PlayTest.unity active, then pass PlayTestPreflightTest.


unity-cli --project <root> test --mode PlayMode --filter PlayTestPreflightTest

PlayMode tests running, waiting for results...


Unity must run full-screen on LG SDQHD when online, otherwise full-screen on built-in Color LCD, before any Human Play Mode pointer action.

ok=true;target=Built-in Color LCD;display_index=1;fullscreen=true;bounds=0,0,1920,1080;title=PlayTest - leveldesigner_proto - Web - Unity 6.4 (6000.4.3f1) <Metal>


startup full-editor screenshot captured; manual visual review must record continue before gameplay input

Before starting or resuming from a stopped state, capture the full Unity editor display and visually check engine state, Play/Edit state, modal/menu state, and window arrangement.

Pending manual full-editor visual review after fullscreen enforcement.

Pending manual review of Game View visibility, Play/Edit state, modal/menu state, and window arrangement.


Game View dropdowns must be Display 1 and Full HD (1920x1080), with Scale 1x before Human Play Mode pointer actions.

ok=True;action=checked;selectedSizeIndex=3;targetDisplay=0;display=Display 1;baseText=Full HD;size=1920x1080;sizeType=FixedResolution;zoomAreaScale=(1.00, 1.00);targetRenderSize=(1920.00, 1080.00);required=Display 1, Full HD (1920x1080), Scale 1x


visual -> strategy -> gated human input -> reporting


Unity fullscreen Edit Mode, PlayTest scene active, no modal after passing preflight.

Display 1, Full HD 1920x1080, Scale 1x; PlayTest preview visible.


Fresh counted run 3 Stage 1 intro

Game


Use game_view_content_pixel_rect for render-xy mapping; game_view_window_pixel_rect includes Unity Game View tab/toolbar pixels.

Game View window is smaller than target render size; viewport may be clipped

derived toolbar/top inset is small; inspect move proof before clicking


cliclick target uses '=' for absolute negative coordinates; move and click are accepted only when cliclick p:. reports the cursor within tolerance of the intended logical coordinate.

Verify the cursor is visible inside the Game View content target before trusting this target for gameplay input.


Run 3 Stage 1 fresh inventory

Game


Instant click mode minimizes hover time by sending move and click in one cliclick invocation; safety is verified with post-click position and proof screenshots.


Click-place only when allGreen=true, allCurrentStage=true, activeGridCurrentStage=true, and allPlaceable=true. For multi-cell objects, every part must be green/current-stage, not only the selected collider.


Run 3 Stage 1 inventory after wait

Game


Before simulation or the next placement depends on this result, require commitClean=true, the intended object present in placedObjects, absent from inventoryObjects, and the expected placed/inventory counts. commitClean alone only proves drag cleanup.

stage=0;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=1;inventoryCount=2;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Statue_Hp(Clone)@(2.00, 2.00, 0.00) parent=Placed|;inventory=Slime 1x1(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Trap 1x1(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|


stage=0;state=Ready;canPlace=True;canStart=True;timeScale=1;dialogueActive=False;storyState=None;placedCount=3;inventoryCount=0;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Statue_Hp(Clone)@(2.00, 2.00, 0.00) parent=Placed|Slime 1x1(Clone)@(3.00, 1.00, 0.00) parent=Placed|Trap 1x1(Clone)@(3.00, 2.00, 0.00) parent=Placed|;inventory=


Run3 Stage1 balanced layout before simulation

Game


Run3 Stage1 result

Game


Run3 Stage1 final result

Game


Run3 Stage1 reward

Game


Run3 Stage1 reward screen

Game


Run3 Stage1 after result continue

Game


Run3 Stage1 reward choice

Game


Run3 Stage2 intro

Game


Run3 Stage2 inventory

Game


Run3 Stage2 inventory ready

Game


Run3 Stage2 balanced sustain layout

Game


Run3 Stage2 result

Game


Run3 Stage2 final result

Game


Run3 Stage2 work performance report

Game


Run3 Stage2 reward

Game


Run3 Stage3 intro

Game


Run3 Stage3 inventory

Game


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=0;inventoryCount=7;dragging=True;selected=Trap 2x2(Clone);selectedParent=null;selectedInPlaced=False;selectedInInventory=True;commitClean=False;issues=dragging_not_finished|selected_object_not_null|;placed=;inventory=Trap 2x2(Clone)@(15.00, 5.00, 0.00) parent=null|Heart_non_special(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-104.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-102.00, -93.82, -9.00) parent=Inventory|2x1 L slime_skeleton(Clone)@(-99.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-96.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-94.00, -93.82, -9.00) parent=Inventory|


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=0;inventoryCount=7;dragging=True;selected=Trap 2x2(Clone);selectedParent=null;selectedInPlaced=False;selectedInInventory=True;commitClean=False;issues=dragging_not_finished|selected_object_not_null|;placed=;inventory=Trap 2x2(Clone)@(15.00, 4.00, 0.00) parent=null|Heart_non_special(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-104.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-102.00, -93.82, -9.00) parent=Inventory|2x1 L slime_skeleton(Clone)@(-99.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-96.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-94.00, -93.82, -9.00) parent=Inventory|


Click-place only when placeable=true, observed_feedback=green, and the latest placement_footprint_check proves all object parts are green/current-stage/placeable. Inspect the target crop when available. Red, darkened, ambiguous, off-stage, or partial-green feedback must be treated as a rejected candidate.


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=1;inventoryCount=6;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(15.00, 6.00, 0.00) parent=Placed|;inventory=Heart_non_special(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-105.00, -93.82, -9.00) parent=Inventory|2x1 L slime_skeleton(Clone)@(-102.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-99.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-97.00, -93.82, -9.00) parent=Inventory|


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=2;inventoryCount=5;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(15.00, 6.00, 0.00) parent=Placed|crate_big_b(Clone)@(16.00, 3.00, 0.00) parent=Placed|;inventory=Heart_non_special(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|2x1 L slime_skeleton(Clone)@(-105.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-102.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-100.00, -93.82, -9.00) parent=Inventory|


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=3;inventoryCount=4;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(15.00, 6.00, 0.00) parent=Placed|crate_big_b(Clone)@(16.00, 3.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(16.00, 2.00, 0.00) parent=Placed|;inventory=Heart_non_special(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-105.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-103.00, -93.82, -9.00) parent=Inventory|


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=4;inventoryCount=3;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(15.00, 6.00, 0.00) parent=Placed|crate_big_b(Clone)@(16.00, 3.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(16.00, 2.00, 0.00) parent=Placed|Statue_Slime(Clone)@(17.00, 6.00, 0.00) parent=Placed|;inventory=Heart_non_special(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-105.00, -93.82, -9.00) parent=Inventory|


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=4;inventoryCount=3;dragging=True;selected=Heart_non_special(Clone);selectedParent=null;selectedInPlaced=False;selectedInInventory=True;commitClean=False;issues=dragging_not_finished|selected_object_not_null|;placed=Trap 2x2(Clone)@(15.00, 6.00, 0.00) parent=Placed|crate_big_b(Clone)@(16.00, 3.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(16.00, 2.00, 0.00) parent=Placed|Statue_Slime(Clone)@(17.00, 6.00, 0.00) parent=Placed|;inventory=Heart_non_special(Clone)@(14.00, 4.00, 0.00) parent=null|Treasure Chest(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-105.00, -93.82, -9.00) parent=Inventory|


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=4;inventoryCount=3;dragging=True;selected=Heart_non_special(Clone);selectedParent=null;selectedInPlaced=False;selectedInInventory=True;commitClean=False;issues=dragging_not_finished|selected_object_not_null|;placed=Trap 2x2(Clone)@(15.00, 6.00, 0.00) parent=Placed|crate_big_b(Clone)@(16.00, 3.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(16.00, 2.00, 0.00) parent=Placed|Statue_Slime(Clone)@(17.00, 6.00, 0.00) parent=Placed|;inventory=Heart_non_special(Clone)@(14.00, 5.00, 0.00) parent=null|Treasure Chest(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-105.00, -93.82, -9.00) parent=Inventory|


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=5;inventoryCount=2;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(15.00, 6.00, 0.00) parent=Placed|crate_big_b(Clone)@(16.00, 3.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(16.00, 2.00, 0.00) parent=Placed|Statue_Slime(Clone)@(17.00, 6.00, 0.00) parent=Placed|Heart_non_special(Clone)@(14.00, 4.00, 0.00) parent=Placed|;inventory=Treasure Chest(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=6;inventoryCount=1;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(15.00, 6.00, 0.00) parent=Placed|crate_big_b(Clone)@(16.00, 3.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(16.00, 2.00, 0.00) parent=Placed|Statue_Slime(Clone)@(17.00, 6.00, 0.00) parent=Placed|Heart_non_special(Clone)@(14.00, 4.00, 0.00) parent=Placed|Treasure Chest(Clone)@(19.00, 5.00, 0.00) parent=Placed|;inventory=crate(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|


After Return all, require returnAllClean=True before planning. If selected/dragging remains, preserve state and resolve visible input cleanup first.


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=1;inventoryCount=6;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=crate_big_b(Clone)@(15.00, 6.00, 0.00) parent=Placed|;inventory=crate(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Trap 2x2(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|2x1 L slime_skeleton(Clone)@(-104.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-101.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-98.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-96.00, -93.82, -9.00) parent=Inventory|


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=2;inventoryCount=5;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=crate_big_b(Clone)@(15.00, 6.00, 0.00) parent=Placed|Trap 2x2(Clone)@(16.00, 3.00, 0.00) parent=Placed|;inventory=crate(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|2x1 L slime_skeleton(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-104.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-101.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-99.00, -93.82, -9.00) parent=Inventory|


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=3;inventoryCount=4;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=crate_big_b(Clone)@(15.00, 6.00, 0.00) parent=Placed|Trap 2x2(Clone)@(16.00, 3.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(17.00, 6.00, 0.00) parent=Placed|;inventory=crate(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-104.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-102.00, -93.82, -9.00) parent=Inventory|


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=4;inventoryCount=3;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=crate_big_b(Clone)@(15.00, 6.00, 0.00) parent=Placed|Trap 2x2(Clone)@(16.00, 3.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(17.00, 6.00, 0.00) parent=Placed|Statue_Slime(Clone)@(18.00, 5.00, 0.00) parent=Placed|;inventory=crate(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-105.00, -93.82, -9.00) parent=Inventory|


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=5;inventoryCount=2;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=crate_big_b(Clone)@(15.00, 6.00, 0.00) parent=Placed|Trap 2x2(Clone)@(16.00, 3.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(17.00, 6.00, 0.00) parent=Placed|Statue_Slime(Clone)@(18.00, 5.00, 0.00) parent=Placed|crate(Clone)@(14.00, 4.00, 0.00) parent=Placed|;inventory=Heart_non_special(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=6;inventoryCount=1;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=crate_big_b(Clone)@(15.00, 6.00, 0.00) parent=Placed|Trap 2x2(Clone)@(16.00, 3.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(17.00, 6.00, 0.00) parent=Placed|Statue_Slime(Clone)@(18.00, 5.00, 0.00) parent=Placed|crate(Clone)@(14.00, 4.00, 0.00) parent=Placed|Heart_non_special(Clone)@(14.00, 3.00, 0.00) parent=Placed|;inventory=Treasure Chest(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|


stage=2;state=Ready;canPlace=True;canStart=True;timeScale=1;dialogueActive=False;storyState=None;placedCount=7;inventoryCount=0;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=crate_big_b(Clone)@(15.00, 6.00, 0.00) parent=Placed|Trap 2x2(Clone)@(16.00, 3.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(17.00, 6.00, 0.00) parent=Placed|Statue_Slime(Clone)@(18.00, 5.00, 0.00) parent=Placed|crate(Clone)@(14.00, 4.00, 0.00) parent=Placed|Heart_non_special(Clone)@(14.00, 3.00, 0.00) parent=Placed|Treasure Chest(Clone)@(14.00, 2.00, 0.00) parent=Placed|;inventory=


Game


stage=2;state=Ready;canPlace=True;canStart=True;timeScale=1;dialogueActive=False;storyState=None;placedCount=7;inventoryCount=0;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=crate_big_b(Clone)@(15.00, 6.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(17.00, 6.00, 0.00) parent=Placed|Statue_Slime(Clone)@(18.00, 5.00, 0.00) parent=Placed|crate(Clone)@(14.00, 4.00, 0.00) parent=Placed|Heart_non_special(Clone)@(14.00, 3.00, 0.00) parent=Placed|Treasure Chest(Clone)@(14.00, 2.00, 0.00) parent=Placed|Trap 2x2(Clone)@(16.00, 2.00, 0.00) parent=Placed|;inventory=


If issues exist, include an '에디터 에러 및 수정 후보' section in the final report. Analyze likely cause, test impact, reproduction point, and proposed fix, but request human approval before editing.


compare prediction with post-action evidence and close the agent cycle


Stage 3 Start simulation alternate trap row


normalized post-simulation result evidence for Stage 1


normalized post-simulation result evidence for Stage 2


normalized post-simulation result evidence for Stage 3 baseline


normalized post-simulation result evidence for Stage 3 alternate


early balanced compact placement preserved enough HP

balanced compact layout should clear with positive HP


sustain inventory converted low incoming HP into a stable clear

cleared first try at Lv2 HP6/12 EXP4/10 ATK9 DEF7

two hearts plus defense statue should sustain a clear


space A and survivability A were insufficient against the Stage 3 route

full legal packing with heart and statue may survive


lower trap row reduced EXP and did not improve survival; no affordable upgrade remained

Trap 2x2 moved from world(16,3) to world(16,2)

alternate trap row may reduce damage exposure


no contradictory Stage 1 attempt occurred

balanced compact layout cleared first try with HP3/11

advance directly after the clear and preserve reward gold

Stage 1 balance can prioritize complete legal packing without an early reset


Stage 2 cleared first try with positive HP

two hearts and defense statue cleared from low entering HP

use sustain-first ordering in the next comparable stage

when sustain objects are available, balanced play should place all healing and defense before simulation


baseline and alternate both failed, with alternate strictly worse on EXP

two full legal layouts both ended at HP0; trap-row alternate reduced EXP from 6 to 5

stop only after confirming no affordable upgrade and no untested meaningful trap position

the alternate lower trap row is inferior and current stats cannot survive either tested route


no affordable stat upgrade; both routes lethal


Stage 1 and 2 clears plus two complete Stage 3 simulations with a controlled trap-row change provide sufficient counted-run evidence

early balanced compact placement preserved enough HP

sustain inventory converted low incoming HP into a stable clear

space A and survivability A were insufficient against the Stage 3 route

lower trap row reduced EXP and did not improve survival; no affordable upgrade remained


two legal trap placements tested; alternate was worse


only duplicate retries without a meaningful changed dimension

canonical loops, knowledge, sufficiency and report inputs are complete

two distinct legal layouts compared; alternate worse; upgrade unaffordable

result screen shows Retry only and HP0; no clear/continue state


classify valid_failure gameplay_exhaustion counted

alternate trap row worsened EXP from 6 to 5; gold30 below upgrade80

compare one materially distinct retry, check upgrade affordability, then stop if no safe high-value branch remains

two distinct complete legal layouts ended at HP0


Stage 3 HP0 after two distinct complete layouts; no affordable upgrade or untested meaningful trap position


balance Stage 3 entry stats or lower damage before next build

controlled alternate trap-row retry and affordability inspection

none: retry branch attempted, upgrade illegal, continue terminal

baseline HP0 EXP6/10; alternate HP0 EXP5/10

additional retries would duplicate exhausted legal choices without a stat change


survival outcome recorded in gameplay loop


Summary: simulation result persisted


gameplay_exhaustion: Stage 3 HP0 after two distinct complete layouts; no affordable upgrade or untested meaningful trap position