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=False;action=checked;selectedSizeIndex=3;targetDisplay=0;display=Display 1;baseText=Full HD;size=1920x1080;sizeType=FixedResolution;zoomAreaScale=(0.53, 0.53);targetRenderSize=(1920.00, 1080.00);required=Display 1, Full HD (1920x1080), Scale 1x


ok=False;action=checked;selectedSizeIndex=3;targetDisplay=0;display=Display 1;baseText=Full HD;size=1920x1080;sizeType=FixedResolution;zoomAreaScale=(0.24, 0.24);targetRenderSize=(1920.00, 1080.00);required=Display 1, Full HD (1920x1080), Scale 1x


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.


ok=False;action=checked;selectedSizeIndex=3;targetDisplay=0;display=Display 1;baseText=Full HD;size=1920x1080;sizeType=FixedResolution;zoomAreaScale=(0.88, 0.88);targetRenderSize=(1920.00, 1080.00);required=Display 1, Full HD (1920x1080), Scale 1x


ok=False;action=checked;selectedSizeIndex=3;targetDisplay=0;display=Display 1;baseText=Full HD;size=1920x1080;sizeType=FixedResolution;zoomAreaScale=(1.06, 1.06);targetRenderSize=(1920.00, 1080.00);required=Display 1, Full HD (1920x1080), Scale 1x


ok=False;action=checked;selectedSizeIndex=3;targetDisplay=0;display=Display 1;baseText=Full HD;size=1920x1080;sizeType=FixedResolution;zoomAreaScale=(0.93, 0.93);targetRenderSize=(1920.00, 1080.00);required=Display 1, Full HD (1920x1080), Scale 1x


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 전체 화면, PlayTest.unity 활성, Edit Mode, modal/menu 없음, Game View 패널 최대화

Game 탭 활성, Display 1, Full HD (1920x1080), Scale 1.00x가 보이며 전체 stage 렌더가 Game View 안에 있음


Stage 1 새 라이브 세션 초기 Game View

Game


Forced Game View screenshot before basic state check.

Game


Stage 1 dialogue visible
Click to Skip visible
inventory panel behind dialogue

화면 우선: You have 3 objects available in this stage 대화와 Click to Skip 텍스트가 보인다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.

placement inventory details hidden by dialogue


skip releases planning UI; wait adds no evidence

dialogue closes and placement UI appears


기존 contemporaneous plan을 보존하면서 validator 필수 공개 필드를 명시적으로 보완했다.


현재 run 지식 항목이 아직 없고 화면의 필수 진행 affordance만 사용한다.

dialogue closes and Stage 1 placement UI appears

화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


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


compare prediction with post-action screenshot/probe and close the agent cycle

pointer click proof recorded and gated human input accepted

intro dialogue closes and placement UI appears


intro dialogue closes and placement UI appears


Stage 1 intro skip 이후 화면

Game


Game


Stage 1 board/inventory fingerprint and preview

단순 UI 진행 결과이며 재사용할 gameplay 전략 지식이 아니다.

Click to Skip 뒤 대화가 닫히고 hero Lv1 HP10/10, ATK6, DEF5 및 3개 inventory가 보였다.

없음; 중요한 진행 예측이 일치했다.


Summary: Stage 1 planning UI 정상 진입


hero Lv1 HP10/10 ATK6 DEF5 EXP0/5
three inventory objects visible
single central lane

화면 우선: 직선형 단일 방에 좌측 hero, 우측 출구, 하단 3개 inventory가 보인다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.

exact object identities and collider targets


probe gives exact names without mutation; guessing risks false plan

defer until object identities and preview

hero Lv1 HP10/10 ATK6 DEF5; monster stats unknown


아직 현재 run 지식이 없어 정확한 inventory evidence를 먼저 수집한다.

exact inventory object identities and positions returned


Forced Game View screenshot before inventory state check.

Game


현재 Stage 1의 정확한 object 역할과 footprint가 이후 배치 후보 비교에 직접 재사용된다.

3개 object가 Slime 1x1, Statue_Hp 2-cell, Trap 1x1로 확인됐다.

requiredObjectCount probe 값은 0이라 화면의 3 objects remaining과 의미가 달라 추가 계획에서 화면을 우선한다.


retry 또는 stage regeneration 시 inventory를 다시 probe한다.

Stage 1 inventory는 Slime 1x1, Statue_Hp 2-cell, Trap 1x1이다.

다음 배치 계획에서 Statue_Hp legal zone과 지원 선행 후보를 우선 비교한다.

Statue_Hp는 2칸 footprint를 먼저 확보하고 Slime/Trap의 위험 순서를 route로 조정한다.


preview and placement candidate planning

Summary: Stage 1 세 object 정확히 식별


single lane
hero left
exit right
3 objects remaining

화면 우선: hero는 좌측, 출구는 우측이며 중앙 직선 6칸이 유일한 통과 lane으로 보인다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.

route interaction sequence before placement


preview establishes route and survival baseline; guess risks ordering

Lv1 HP10/10 ATK6 DEF5; exact Slime effect unknown

route tiles and baseline interactions returned


inventory roles guide the preview questions

K001의 object 역할을 route 순서와 연결하기 위해 baseline preview가 필요하다.

baseline route and interaction sequence returned


Forced Game View screenshot before preview state check.

Game


ractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 0,
                    "cumulativePotentialExp": 0,
                    "projectedGuaranteedLevel": 1,
                    "projectedGuaranteedExp": 0,
                    "projectedGuaranteedExpToNext": 5,
                    "projectedPotentialLevel": 1,
                    "projectedPotentialExp": 0,
                    "projectedPotentialExpToNext": 5,
                    "interactions": []
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 3,
                    "gridX": 3,
                    "gridY": 1,
                    "worldPosition": {
                        "x": 3.0,
                        "y": 1.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 0,
                    "cumulativePotentialExp": 0,
                    "projectedGuaranteedLevel": 1,
                    "projectedGuaranteedExp": 0,
                    "projectedGuaranteedExpToNext": 5,
                    "projectedPotentialLevel": 1,
                    "projectedPotentialExp": 0,
                    "projectedPotentialExpToNext": 5,
                    "interactions": []
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 4,
                    "gridX": 4,
                    "gridY": 1,
                    "worldPosition": {
                        "x": 4.0,
                        "y": 1.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 0,
                    "cumulativePotentialExp": 0,
                    "projectedGuaranteedLevel": 1,
                    "projectedGuaranteedExp": 0,
                    "projectedGuaranteedExpToNext": 5,
                    "projectedPotentialLevel": 1,
                    "projectedPotentialExp": 0,
                    "projectedPotentialExpToNext": 5,
                    "interactions": []
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 5,
                    "gridX": 5,
                    "gridY": 1,
                    "worldPosition": {
                        "x": 5.0,
                        "y": 1.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 0,
                    "cumulativePotentialExp": 0,
                    "projectedGuaranteedLevel": 1,
                    "projectedGuaranteedExp": 0,
                    "projectedGuaranteedExpToNext": 5,
                    "projectedPotentialLevel": 1,
                    "projectedPotentialExp": 0,
                    "projectedPotentialExpToNext": 5,
                    "interactions": []
                }
            ]
        }
    ],
    "summary": "stageIndex=0 | state=Place | pathBlocked=False | heroLv=1 | heroExp=0/5 | guaranteedExp=0 | potentialExp=0 | guaranteedLv=1 | potentialLv=1"
}


single path gridX0..5, no interactions, hero Lv1 HP10/10 EXP0/5


Statue_Hp early support placement candidate

6칸 단일 경로는 object 순서를 직접 결정하는 현재 Stage 1 핵심 배치 지식이다.

gridX 0..5의 6칸 단일 baseline 경로와 interaction 0이 확인됐다.

몬스터 수치는 preview에 없어 배치 후 실제 interaction으로 검증해야 한다.


placement 후 preview path와 interactionOrder를 다시 확인한다.

Stage 1 baseline은 gridX 0..5, gridY1의 6칸 단일 경로이며 초기 interaction은 0이다.

Statue_Hp를 낮은 x, 위험 object를 높은 x에 배치하는 support-first 후보를 우선 시험한다.

배치한 object의 x 순서가 hero interaction 순서를 직접 결정한다.


Summary: 6칸 단일 baseline route 확인


Statue_Hp icon center near render 510,920

pick Statue_Hp then inspect green footprint

화면 우선: 하단 중앙 Statue_Hp 2-cell 아이콘과 중앙 6칸 lane이 보인다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.

exact footprint orientation and legality


Statue early x1
Statue late x3
risk-first

early support maximizes HP buffer; late support delays recovery; risk-first spends HP before support

Statue interaction before Slime and Trap

Lv1 HP10/10 ATK6 DEF5; exact Slime damage unknown so support-first is safer balanced baseline

2-cell Statue footprint is green near early lane and preview shows support before risks

late support and risk-first reduce buffer without current evidence

support-first preserves survival while leaving late tiles for controlled risks

hit check, drag tracking, all-green footprint, commit check, preview


preserve full HP before unknown Slime/Trap

unknown damage; avoid consecutive risk before support

footprint invalid or preview order differs

reserve two adjacent early tiles for Statue


all-green current-stage footprint and clean commit


Statue early x1,Statue late x3,risk-first

K001 reserves the 2-cell support footprint; K002 maps lower x to earlier interaction.

현재 run의 inventory와 single-lane 순서를 함께 적용한다.

green 2-cell footprint and support before risks


Before inventory click, require canStartInventoryDrag=True and the intended hitParent. After click, require drag-offset-check --require-tracking to show dragging=True, selectedCollider non-null, and trackingOk=True.

ok=False;canStartInventoryDrag=False;stage=0;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(510.00, 223.00);localPoint=(-450.00, 413.00);insideRawImage=True;viewportPoint=(0.17, 0.96);hitCollider=null;hitParent=null;hitParentActive=False;hasObjectPlace=False;hasChildController=False;colliderCenter=null;colliderBounds=null;hitRootPosition=null;required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


Do not click. cliclick did not land at the expected absolute coordinate; inspect negative-coordinate formatting, display layout, and proof screenshot.


ok=True;canStartInventoryDrag=True;stage=0;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(510.00, 121.00);localPoint=(-450.00, 311.00);insideRawImage=True;viewportPoint=(0.17, 0.85);hitCollider=Block_0_1;hitParent=Statue_Hp(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-107.00, -94.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-107.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


For click-place, require trackingOk=True, compute mouse/grid target as desired object world position minus dragOffset, then run placement-commit-check.

dragging=True;selected=Statue_Hp(Clone);objectPos=(-5.00, -5.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 1.00);selectedCollider=Block_0_1;selectedColliderCenter=(-5.00, -6.00, 0.00);mousePosition=(510.00, 121.00, 0.00);mouseWorld=(-4.53, -5.55, -10.00);snappedMouseWorld=(-5.00, -6.00, 0.00);expectedObjectPos=(-5.00, -5.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


dragging=True;selected=Statue_Hp(Clone);objectPos=(0.00, 1.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 1.00);selectedCollider=Block_0_1;selectedColliderCenter=(0.00, 0.00, 0.00);mousePosition=(830.00, 478.00, 0.00);mouseWorld=(0.47, 0.03, -10.00);snappedMouseWorld=(0.00, 0.00, 0.00);expectedObjectPos=(0.00, 1.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


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.


dragging=True;selected=Statue_Hp(Clone);objectPos=(0.00, 2.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 1.00);selectedCollider=Block_0_1;selectedColliderCenter=(0.00, 1.00, 0.00);mousePosition=(830.00, 566.00, 0.00);mouseWorld=(0.47, 1.41, -10.00);snappedMouseWorld=(0.00, 1.00, 0.00);expectedObjectPos=(0.00, 2.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


dragging=True selected=Statue_Hp; vertical candidates red


기본 세로 방향이 1-row Stage 1 grid에 맞지 않는 현재-run 제약이다.

기본 세로 footprint는 y0 또는 y2의 없는 tile을 포함해 red였다.


rotation 후 allGreen/allCurrentStage를 반드시 재검증한다.

Statue_Hp 기본 세로 2-cell은 single-row grid에서 한 part가 tilePresent=false로 red다.

다음 cycle에서 rotate 후 horizontal early-lane 후보를 시험한다.

Stage 1에서는 Statue_Hp를 right-click으로 가로 회전한 뒤 footprint를 다시 검증한다.


Summary: Statue picked; vertical footprint rejected


Statue_Hp vertical red footprint before rotation

Game


dragging Statue_Hp
vertical red footprint
single-row lane

화면 우선: Statue_Hp가 drag 중이며 기본 세로 footprint가 red다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


rotate 90
move vertical elsewhere
return all

rotation matches row; vertical moves remain one tile off-grid; return all loses viable candidate

horizontal 2-cell footprint becomes green

vertical duplicates and return all premature

current-run K003 identifies orientation as blocker


K003 directly requires horizontal rotation

세로 off-grid 증거를 해결하는 가장 작은 visible rework다.


horizontal footprint; x2-3 green after move


horizontal x2-3이 최초 legal support footprint라는 현재-run 배치 사실이다.

회전 후 x2-3 horizontal footprint가 allGreen=true가 됐다.

x0-1은 시작점 인접 제약으로 red여서 x2-3으로 이동해야 했다.


commit 후 placed/inventory counts와 preview를 확인한다.

회전한 Statue_Hp는 x2-3에서 allGreen/allCurrentStage/allPlaceable이다.

Stage 1 Statue_Hp support 후보는 horizontal x2-3을 사용한다.


Summary: rotation produced legal x2-3 footprint


Statue_Hp horizontal x2-3 green footprint before commit

Game


horizontal two-cell green footprint
cursor on target
hero unchanged

화면 우선: 회전한 Statue_Hp 두 part가 x2-3에 green으로 보인다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


commit preserves support-first; later delays support; cancel wastes verified legal candidate

Lv1 HP10/10 ATK6 DEF5; risks not yet placed

placedCount 1 inventoryCount 2 clean commit

later and cancel reduce current plan quality

K004 proves legal footprint and K002 preserves early interaction


K002 preserves support order; K004 proves legal footprint.

현재-run green footprint와 route-order evidence를 직접 적용한다.

placedCount1 inventoryCount2 clean commit


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.


clean commit placedCount1 inventoryCount2


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)@(3.00, 1.00, 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|


remaining Slime and Trap placement candidates

K004의 legal footprint를 실제 commit으로 확인했으며 별도 새 규칙 없이 기존 지식을 적용했다.

Statue_Hp가 (3,1)에 commit됐고 placedCount1 inventoryCount2, dragging=false가 확인됐다.

없음; commit 예측이 일치했다.


Summary: Statue_Hp committed at x2-3


Stage 1 after Statue commit

Game


Statue committed
Slime icon left
Trap icon right
two objects remaining

화면 우선: Statue_Hp가 중앙 x2-3에 놓였고 Slime과 Trap 두 inventory가 남았다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Slime x4 Trap x5
Trap x4 Slime x5
risk before support

Slime x4 allows possible EXP before final trap; Trap x4 may reduce HP before Slime; early risk violates support plan

Lv1 HP10/10 ATK6 DEF5; damage unknown; support already precedes both

Trap-first spends HP earlier; early risk duplicates rejected plan

balanced ordering tests growth before final hazard


unknown exact damage; protected by prior support


Slime x4 Trap x5,Trap x4 Slime x5,risk-first

K001 identifies risk role; K002 maps later x to later interaction.

현재-run support-first plan에서 성장 위험을 trap보다 먼저 둔다.


ok=False;canStartInventoryDrag=False;stage=0;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(385.00, 223.00);localPoint=(-575.00, 413.00);insideRawImage=True;viewportPoint=(0.07, 0.96);hitCollider=null;hitParent=null;hitParentActive=False;hasObjectPlace=False;hasChildController=False;colliderCenter=null;colliderBounds=null;hitRootPosition=null;required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


ok=False;canStartInventoryDrag=False;stage=0;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(385.00, 121.00);localPoint=(-575.00, 311.00);insideRawImage=True;viewportPoint=(0.07, 0.85);hitCollider=null;hitParent=null;hitParentActive=False;hasObjectPlace=False;hasChildController=False;colliderCenter=null;colliderBounds=null;hitRootPosition=null;required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


Forced Game View screenshot before inventory_hit_targets state check.

Game


ok=False;canStartInventoryDrag=False;stage=0;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(384.00, 242.00);localPoint=(-576.00, 432.00);insideRawImage=True;viewportPoint=(0.07, 0.98);hitCollider=null;hitParent=null;hitParentActive=False;hasObjectPlace=False;hasChildController=False;colliderCenter=null;colliderBounds=null;hitRootPosition=null;required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


ok=True;canStartInventoryDrag=True;stage=0;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(384.00, 160.00);localPoint=(-576.00, 350.00);insideRawImage=True;viewportPoint=(0.07, 0.89);hitCollider=Slime;hitParent=Slime 1x1(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Slime 1x1(Clone);objectPos=(-6.00, -5.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Slime;selectedColliderCenter=(-6.00, -5.00, 0.00);mousePosition=(384.00, 160.00, 0.00);mouseWorld=(-6.50, -4.94, -10.00);snappedMouseWorld=(-6.00, -5.00, 0.00);expectedObjectPos=(-6.00, -5.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


dragging=True;selected=Slime 1x1(Clone);objectPos=(3.00, 1.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Slime;selectedColliderCenter=(3.00, 1.00, 0.00);mousePosition=(1000.00, 566.00, 0.00);mouseWorld=(3.12, 1.41, -10.00);snappedMouseWorld=(3.00, 1.00, 0.00);expectedObjectPos=(3.00, 1.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


placedCount2 inventoryCount1 clean commit


stage=0;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=2;inventoryCount=1;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Statue_Hp(Clone)@(3.00, 1.00, 0.00) parent=Placed|Slime 1x1(Clone)@(4.00, 1.00, 0.00) parent=Placed|;inventory=Trap 1x1(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|


current-run 화면 좌표 x1085가 world x4 legal risk tile임을 확인했다.

Slime이 x4에 green commit되어 placedCount2 inventoryCount1이 됐다.

처음 render x1000은 Statue x3과 겹쳐 red였고 x1085로 보정했다.


Summary: Slime committed at x4


x1085 screen coordinate is camera/session-specific and not a reusable gameplay rule.


Stage 1 Statue and Slime committed; Trap remains

Game


one Trap remaining
x5 free
support precedes Slime

화면 우선: Statue x2-3, Slime x4가 놓였고 Trap 하나만 inventory에 남았다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Trap x5
rework Slime/Trap order
return all

x5 completes support→Slime→Trap; rework tests alternate later if baseline fails; return all premature

Lv1 HP10/10 ATK6 DEF5; support first and Slime before final trap

rework before baseline result lacks evidence

complete balanced baseline then inspect forecast


balanced support and growth before hazard


K001 risk role and K002 route order place Trap last.

현재-run support-first baseline의 마지막 위험 tile을 완성한다.


Game


ok=True;canStartInventoryDrag=True;stage=0;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(384.00, 160.00);localPoint=(-576.00, 350.00);insideRawImage=True;viewportPoint=(0.07, 0.89);hitCollider=Block_0_0;hitParent=Trap 1x1(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Trap 1x1(Clone);objectPos=(-6.00, -5.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(-6.00, -5.00, 0.00);mousePosition=(384.00, 160.00, 0.00);mouseWorld=(-6.50, -4.94, -10.00);snappedMouseWorld=(-6.00, -5.00, 0.00);expectedObjectPos=(-6.00, -5.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


dragging=True;selected=Trap 1x1(Clone);objectPos=(5.00, 1.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(5.00, 1.00, 0.00);mousePosition=(1128.00, 566.00, 0.00);mouseWorld=(5.12, 1.41, -10.00);snappedMouseWorld=(5.00, 1.00, 0.00);expectedObjectPos=(5.00, 1.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


placedCount3 inventoryCount0 clean commit


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)@(3.00, 1.00, 0.00) parent=Placed|Slime 1x1(Clone)@(4.00, 1.00, 0.00) parent=Placed|Trap 1x1(Clone)@(1.00, 1.00, 0.00) parent=Placed|;inventory=


actions": [
                        {
                            "priorityTag": "Monster",
                            "objectName": "Slime 1x1(Clone)",
                            "childName": "Slime",
                            "componentType": "Monster",
                            "isRisk": true,
                            "isSupport": false,
                            "isUncertain": false,
                            "changesPath": false,
                            "guaranteedExp": 0,
                            "potentialExp": 1,
                            "note": "combat risk, EXP is gained only on kill"
                        }
                    ]
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 5,
                    "gridX": 4,
                    "gridY": 0,
                    "worldPosition": {
                        "x": 4.0,
                        "y": 0.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 2,
                    "cumulativePotentialExp": 3,
                    "projectedGuaranteedLevel": 1,
                    "projectedGuaranteedExp": 2,
                    "projectedGuaranteedExpToNext": 5,
                    "projectedPotentialLevel": 1,
                    "projectedPotentialExp": 3,
                    "projectedPotentialExpToNext": 5,
                    "interactions": []
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 6,
                    "gridX": 4,
                    "gridY": 1,
                    "worldPosition": {
                        "x": 4.0,
                        "y": 1.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 2,
                    "cumulativePotentialExp": 3,
                    "projectedGuaranteedLevel": 1,
                    "projectedGuaranteedExp": 2,
                    "projectedGuaranteedExpToNext": 5,
                    "projectedPotentialLevel": 1,
                    "projectedPotentialExp": 3,
                    "projectedPotentialExpToNext": 5,
                    "interactions": []
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 7,
                    "gridX": 5,
                    "gridY": 1,
                    "worldPosition": {
                        "x": 5.0,
                        "y": 1.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 2,
                    "cumulativePotentialExp": 3,
                    "projectedGuaranteedLevel": 1,
                    "projectedGuaranteedExp": 2,
                    "projectedGuaranteedExpToNext": 5,
                    "projectedPotentialLevel": 1,
                    "projectedPotentialExp": 3,
                    "projectedPotentialExpToNext": 5,
                    "interactions": []
                }
            ]
        }
    ],
    "summary": "stageIndex=0 | state=Ready | pathBlocked=False | heroLv=1 | heroExp=0/5 | guaranteedExp=2 | potentialExp=3 | guaranteedLv=1 | potentialLv=1"
}


Trap x5 불가와 x1 강제 배치가 실제 interaction order를 결정하는 현재-run 핵심 제약이다.

3개 배치가 clean commit되고 canStart=true, pathBlocked=false가 됐다.

Trap은 x5가 red라 유일한 x1에 배치됐고 preview interaction은 Trap→Statue→Monster였다.


Trap x5는 red였고 x1만 green이라 final preview가 Trap→Statue→Monster 순서가 됐다.

simulation forecast와 결과 비교에서 첫 Trap 피해와 후속 Statue 회복/강화를 중점 확인한다.

이 layout에서는 Trap 피해를 먼저 받고 Statue 지원 뒤 Slime 전투를 한다.


Summary: Trap forced x1; layout ready


Stage 1 complete layout immediately before simulation

Game


Trap x1
Statue x2-3
Slime x4
Play button visible

화면 우선: 모든 inventory가 배치되고 좌측 Play 버튼과 Ready layout이 보인다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


simulate baseline
return all rework
wait

simulation yields actual survival evidence; rework has no untried legal Trap tile; wait adds none

Trap damages first, Statue restores/buffs, Slime combat after support

Lv1 HP10/10 ATK6 DEF5; Trap first, Statue second, Slime third; exact post-event HP unknown

continue on clear or retry changed order on death

hero survives Stage 1 and reaches result, likely Lv1 EXP3/5

rework lacks meaningful alternate; wait duplicate

best legal current candidate and no safer final Trap tile

canStart layout with forced Trap→Statue→Monster

result screenshot and basic/preview probe


guaranteed2 potential3, no level before exit

unknown Trap loss then Statue recovery before Slime

Slime accepted after support; exact combat stats unknown


Trap damage
Statue HP effect
Slime HP/damage


simulate baseline,return all rework,wait

K005 defines forced Trap→Statue→Monster forecast.

hero survives and reaches Stage 1 result


support-first intended
forced Trap-before-support baseline
Trap-last rejected by legality

accept best legal baseline for simulation

legal footprint forced Trap→Statue→Monster despite support-first intent

Trap-last x5 was red; only x1 green. Statue vertical was red and horizontal x2-3 legal.


Stage 1 simulation result

Game


Game


recover the missed Start Exploration click using the visible labeled panel


Start Exploration panel spans approximately render x145-450 y812-868

left rail icon is separate from the labeled panel

click the center of the labeled Start Exploration panel

화면 우선: Ready 배치는 그대로이며 좌하단에 Start Exploration 라벨 패널이 명확히 보인다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


click labeled panel center
repeat left icon
return all

panel center directly matches visible affordance; left icon already failed; return all discards the best legal layout

simulation starts and Stage 1 result appears

repeat is duplicate failed input; rework has no safer untried legal layout

corrects only the input target while preserving the validated gameplay plan

previous click hit the separate left rail icon; labeled panel remains visible and canStart=true


Trap loss followed by Statue support before Slime

Slime/Skeleton 등 monster마다 현재 ATK/DEF 대비 생존 여부를 판단한다.

큰 조각과 회전 제약 조각을 작은 support보다 먼저 검증한다.

Heart와 Statue support가 첫 위험 전에 적용되는 순서를 우선한다.

retain the already validated best legal layout


click visible Start Exploration panel center


corrected labeled-panel input
duplicate failed rail-icon input
layout rework

the visible labeled panel, not the left rail icon, is the simulation affordance

only the UI input target changes; gameplay layout and forecast remain identical


fresh screenshot and corrected Start Exploration panel target

UI target correction is not gameplay knowledge.

Ready layout remained stable after the click.

The left icon was not the Start Exploration panel, so simulation did not start.


corrected visible Start Exploration panel click

Summary: First simulation click missed the visible panel; Ready state unchanged.


Fresh Game View before corrected Stage 1 simulation start

Game


visible Start Exploration panel center click

click labeled panel center,repeat left icon,return all

K005 retains the best legal Trap→Statue→Monster layout while only correcting the UI target.

No gameplay replan is justified by a missed UI target.


Corrected Start Exploration panel center click


Corrected Start Exploration panel center click

simulation starts and Stage 1 result appears


Stage 1 result after corrected simulation start

Game


rebuild known layout, then use direct full-display pixel coordinate for Start Exploration

This is control-surface calibration, not stage gameplay knowledge.

The click executed on a visible UI surface and the game remained stable.

Auto render mapping landed on Return all, resetting all three placements instead of starting simulation.


rebuild known layout through gated placement cycles

Summary: Render-coordinate mapping hit Return all; three placements were visibly reset.


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.


The type Unity.Localization UnityEngine.Localization.Metadata.SmartFormatTag is being serialized by [SerializeReference], but its parent type Unity.Localization UnityEngine.Localization.Metadata.SharedTableEntryMetadata is missing the [Serializable] attribute. To suppress this warning add [Serializable] to Unity.Localization UnityEngine.Localization.Metadata.SharedTableEntryMetadata or use [MakeSerializable].

발생 시점
로그 요약
플레이 결과 신뢰도 영향
추정 원인
재현 조건
수정 제안
승인 요청


The type Unity.Localization UnityEngine.Localization.SmartFormat.Extensions.ListFormatter is being serialized by [SerializeReference], but its parent type Unity.Localization UnityEngine.Localization.SmartFormat.Core.Extensions.FormatterBase is missing the [Serializable] attribute. To suppress this warning add [Serializable] to Unity.Localization UnityEngine.Localization.SmartFormat.Core.Extensions.FormatterBase or use [MakeSerializable].


inventory count 3
Statue_Hp left item
board clear

select Statue_Hp using previously verified inventory target

화면 우선: Return all 이후 inventory 3개가 복원됐고 왼쪽에 Statue_Hp가 보인다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


K004 preserves scarce legal horizontal footprint at x2-3.

Rebuild exact known layout after accidental Return all.


reconfirms K003/K004 without new gameplay knowledge

Statue_Hp selected from restored inventory.


Summary: Statue selected


화면 우선: Statue가 선택됐고 검증된 x2-3 후보로 이동 가능하다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


K003/K004 prove horizontal legal footprint


K003 requires rotation and K004 identifies x2-3 legal footprint.


Statue rotated horizontal and showed green footprint.


Summary: Horizontal Statue green at known x2-3 footprint


화면 우선: horizontal Statue footprint가 green이다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


K004 directly identifies this green footprint.


left-click proof recorded before gate retry; no second gameplay click issued


Stage 1 rebuild after Statue commit

Game


Summary: Statue committed; placed1 inventory2


화면 우선: Statue committed, Slime is left inventory item. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


click proof recorded before knowledge snapshot correction; no second click issued


Summary: Slime selected


화면 우선: Slime selected; known x4 tile is available. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Summary: Slime x4 committed


화면 우선: one Trap remains in inventory. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Summary: Trap selected


화면 우선: Trap selected and x1 is the known green candidate. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


K005 identifies x1 as forced legal Trap tile.

화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Game


direct full-display pixel click on Start Exploration

Trap committed at x1 and layout returned to Ready.


Start Exploration via direct pixel target

Summary: Known layout rebuilt; Ready


Rebuilt Stage 1 layout before direct-pixel Start Exploration click

Game


start simulation using direct display pixel target


placed3
Ready
prior render mapping hit Return all

화면 우선: rebuilt Ready layout and labeled Start Exploration panel visible. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


direct pixel 295,840
render mapping
rework

direct pixel avoids the proven vertical mapping error


EXP와 다음 level-up 시점을 preview와 실제 결과로 검증한다.

HP 0, path block, 불법 footprint, 예측과 다른 첫 monster 접촉을 재계획 지점으로 삼는다.

HP/maxHP는 화면 근거를 사용하며 미확인 전투 피해는 unknown으로 유지한다.

사망, preview mismatch, red footprint, exact count mismatch가 나타나면 alternate를 검토한다.

큰 조각과 회전 제약 조각을 작은 support보다 먼저 검증한다.


direct display pixel Start Exploration click

direct pixel 295,840,render mapping,rework

Retain K005 layout while correcting input calibration.


Click Start Exploration via verified direct pixel target


Stage 1 result after direct-pixel simulation start

Game


rebuild layout and target deeper panel center at 250,875

Direct pixel input executed on the intended lower-left UI region.

y=840 was still the upper border overlapping Return all; placements reset.


Summary: Direct y840 hit upper border and reset placements


select Statue for second input recovery rebuild


화면 우선: inventory restored after border click. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


This action only reconfirms the already verified K003/K004 selection and adds no new gameplay rule.


Summary: Statue selected


Selected Statue visible; x2-3 known legal. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


This only reconfirms verified K003 and K004 during recovery rebuild.


Summary: Statue horizontal green


Horizontal green footprint visible. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


This only reconfirms K004 during recovery rebuild.


Summary: placed1 inventory2


Slime is left remaining item. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


This only repeats the verified K005 reconstruction and adds no new rule.


Summary: selected


Slime selected; x4 known legal. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


This only repeats verified K005 during the recovery rebuild.


One Trap remains. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


This repeats K005 and adds no new gameplay rule.


Trap selected; x1 known legal. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


click deep inside Start Exploration panel at 250,875

This only repeats verified K005 during recovery rebuild.


Summary: Ready


Ready layout; labeled panel spans y842-900. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


큰 조각과 회전 제약 조각을 작은 support보다 먼저 검증한다.


Click deep inside Start Exploration panel


Stage 1 result after deep panel click

Game


Game


click adjacent left-rail play triangle at direct pixel 40,870

This is UI control calibration and does not change gameplay strategy knowledge.

The Start Exploration text panel is noninteractive; state stayed Ready.


Summary: Label click did not start; Ready unchanged


Ready persists; triangle play icon is visible at left rail beside label. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


triangle is actual control; label was inert


Stage 1 result after actual play icon click

Game


Stage 1 late simulation/result state

Game


Retry with a changed interaction/footprint family; K005 layout is not survivable despite Statue max-HP support.

hero died on result screen at HP0/11, EXP2/5, steps6, kills1

verified actual simulation input and survival outcome

Trap→Statue→Monster layout clears Stage 1 with EXP3/5


Retry Stage and explore a changed support-first footprint family

The actual lethal outcome falsifies the survival forecast and directly changes the next strategy.

Simulation started and reached a result screen through the planned interactions.

Hero died at HP0/11 with EXP2/5, steps6, kills1 instead of clearing.


Validate a materially changed retry layout against a new result screen.

Trap x1→Statue x2-3→Slime x4 baseline ended in death at HP0/11, EXP2/5, steps6, kills1.

Retry must change the placement/order family and seek support before lethal combat or avoid the Slime interaction.

Do not repeat the K005 footprint family unchanged; it is lethal in actual simulation.


Retry Stage with changed footprint family

Summary: Baseline actual death HP0/11 EXP2/5 steps6 kills1


Work Performance Report shows HP0/11 and visible Retry Stage button. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


meaningful changed-layout actions remain


Normal retry remains available after death.


If retry did not reset layout or selected/dragging is non-null, classify the branch before planning the next action.

stage=0;state=Ready;canPlace=True;canStart=True;hero=Lv1 HP10/10 EXP0/5 dead=False;placedCount=3;inventoryCount=0;dragging=False;selected=null;placed=Statue_Hp(Clone)@(3.00, 1.00, 0.00) rot=270|Slime 1x1(Clone)@(4.00, 1.00, 0.00) rot=0|Trap 1x1(Clone)@(1.00, 1.00, 0.00) rot=0|;inventory=


Return all, then test Statue x1-2 support-first family

Retry preserving placements is operationally relevant to rebuilding a changed branch.

Retry restored hero to Lv1 HP10/10 EXP0/5 and kept Stage1 Ready.

Retry preserved the placed layout rather than clearing it.


Confirm Return all yields placed0 inventory3.

Retry Stage restored hero HP/EXP but preserved all three placed objects and Ready state.

Retry branch must explicitly clear placements before rebuilding support-first.

After death, use Return all before testing a materially changed layout.


Summary: Retry ready with original placements preserved


Retry Ready with lethal layout preserved; Return all visible. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


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


select/rotate Statue and test x1-2 footprint

This confirms K007 expected reset behavior without adding a new strategy rule.

Return all produced placed0 inventory3 clean planning state.


Summary: placed0 inventory3


Clean inventory3; Statue left item. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Selection itself adds no new gameplay rule.


Summary: selected


Selected vertical Statue; earlier x2-3 was legal, now testing one tile earlier. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Move support earlier than lethal baseline.


The candidate has not yet been tested at the intended final x1-2 footprint.

Horizontal orientation exposed a one-tile-earlier candidate.

At this pointer mapping the footprint resolved to grid x2-3 with one red and one green, so it is not commit-ready.


Summary: Candidate x2-3 mixed red/green


Current x2-3 candidate is mixed red/green. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


test material support-first family before rejecting


commit Statue x1-2, then fit risks after it

This establishes a new legal support-first footprint family not used in the lethal baseline.

One-tile-left shift produced an all-green horizontal footprint at grid x1-2.


Preview must confirm Statue precedes risks and actual simulation must test survival.

Horizontal Statue at grid x1-2 is all-green and placeable.

Commit this footprint and place Trap/Slime only on later legal tiles.

Use Statue x1-2 to make support the first route interaction in the retry branch.


Summary: Statue x1-2 legal


x1-2 horizontal footprint all green. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


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, 0.00, 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|


Game


The committed footprint is already recorded as K008.

Support-first Statue committed cleanly at root x2 covering grid x1-2.


Summary: Statue x1-2 committed


Statue committed; inventory hit probe resolves Trap as second item. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


fit risk after support and preserve x4 for Slime


click proof recorded before snapshot correction; no second click issued


Selection alone adds no new gameplay rule.

Trap selected from second inventory slot.


Summary: selected


Trap selected; grid x3 is first tile after Statue x1-2. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


risk immediately after support leaves x4 for Slime


select Trap at visually verified icon center using render y988

This is an input-target correction and adds no stage strategy knowledge.

Pointer moved to the intended board candidate without mutating placements.

Trap selection had not actually registered; footprint probe returned selected_object_missing.


Summary: Trap was not selected


Trap icon visibly centered near x512 at inventory bottom; prior y900 mapped above it. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Forced Game View screenshot before cursor state check.

Game


Corrected selection adds no gameplay strategy rule.

Cursor probe confirmed selected=Trap 1x1(Clone), isDragging=true.


Summary: Trap selected


Trap now confirmed selected; x3 follows support. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


A single rejected candidate is not yet a final alternate placement rule.

Trap moved to intended post-support grid x3.

x3 feedback was red, so it cannot be committed.


Summary: Trap x3 red


Trap x3 red; x4 is next post-support tile. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


commit Trap x4, then place Slime on remaining x3 candidate

This establishes a new legal later-risk tile for the support-first branch.

Trap x4 is all-green and legal after Statue x1-2.


Preview must confirm support precedes both risks.

With Statue occupying x1-2, Trap x3 is red but Trap x4 is green.

Commit Trap x4, then test Slime x3 before simulation.

For the support-first branch, place Trap at x4 and reserve x3 for Slime testing.


Summary: Trap x4 legal


Trap x4 all green. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


stage=0;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=2;inventoryCount=1;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Statue_Hp(Clone)@(2.00, 0.00, 0.00) parent=Placed|Trap 1x1(Clone)@(4.00, 0.00, 0.00) parent=Placed|;inventory=Slime 1x1(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|


The legal Trap x4 rule is already recorded as K009.

Trap x4 committed cleanly; placed2 inventory1.


Summary: Trap x4 committed


One Slime remains; x3 reserved. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Game


Summary: selected


Slime selected; x3 lies between support and Trap. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


x3 completes contiguous support-first order


One rejected Slime tile does not yet determine whether the branch is feasible.

Slime moved to intended remaining x3 tile.

x3 was red because this support-first family constrains that tile.


Summary: Slime x3 red


Slime x3 red; x5 is final later candidate after Trap x4. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


test adjacent-row x3,y1 candidate before abandoning family

An adjacent-row legal candidate still remains, so the family is not fully resolved.

x5 has no tile and is red; row0 support-first layout cannot fit Slime at x3 or x5.


Summary: Slime x5 off tile


Row0 x3 red and x5 absent; adjacent isometric row remains. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


safe meaningful adjacent-row fit remains


move vertically onto visible upper-row green guide near x3

Coordinate guess did not reach the intended gameplay candidate.

Slime moved to a valid current-stage tile.

The guessed coordinate snapped back to occupied grid x4,y0, not adjacent row.


Summary: Coordinate snapped to occupied x4,y0


Upper row green guides are visually above the placed lower-row objects. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


visible legal guide indicates meaningful tile


Fit final risk away from occupied lower row.


commit Slime x3,y1 and inspect preview interaction order

This completes a materially different legal layout family after the lethal baseline.

Visible upper-row candidate resolved to Slime grid x3,y1 and all-green.


Preview and result must validate order and survival.

Slime x3,y1 is green with Statue x1-2,y0 and Trap x4,y0 already committed.

Commit Slime, inspect preview order, then simulate if support precedes lethal risks.

Use Statue x1-2,y0 + Slime x3,y1 + Trap x4,y0 as the materially changed retry layout.


Summary: Slime x3,y1 legal


Upper-row Slime candidate all green. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


compare prediction with post-action screenshot/probe and close the agent cycle


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, 0.00, 0.00) parent=Placed|Trap 1x1(Clone)@(4.00, 0.00, 0.00) parent=Placed|Slime 1x1(Clone)@(3.00, 1.00, 0.00) parent=Placed|;inventory=


Game


         },
                        {
                            "priorityTag": "Monster",
                            "objectName": "Slime 1x1(Clone)",
                            "childName": "Slime",
                            "componentType": "Monster",
                            "isRisk": true,
                            "isSupport": false,
                            "isUncertain": false,
                            "changesPath": false,
                            "guaranteedExp": 0,
                            "potentialExp": 1,
                            "note": "combat risk, EXP is gained only on kill"
                        }
                    ]
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 3,
                    "gridX": 3,
                    "gridY": 1,
                    "worldPosition": {
                        "x": 3.0,
                        "y": 1.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 3,
                    "cumulativePotentialExp": 4,
                    "projectedGuaranteedLevel": 1,
                    "projectedGuaranteedExp": 3,
                    "projectedGuaranteedExpToNext": 5,
                    "projectedPotentialLevel": 1,
                    "projectedPotentialExp": 4,
                    "projectedPotentialExpToNext": 5,
                    "interactions": []
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 4,
                    "gridX": 4,
                    "gridY": 1,
                    "worldPosition": {
                        "x": 4.0,
                        "y": 1.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 3,
                    "cumulativePotentialExp": 4,
                    "projectedGuaranteedLevel": 1,
                    "projectedGuaranteedExp": 3,
                    "projectedGuaranteedExpToNext": 5,
                    "projectedPotentialLevel": 1,
                    "projectedPotentialExp": 4,
                    "projectedPotentialExpToNext": 5,
                    "interactions": []
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 5,
                    "gridX": 5,
                    "gridY": 1,
                    "worldPosition": {
                        "x": 5.0,
                        "y": 1.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 3,
                    "cumulativePotentialExp": 4,
                    "projectedGuaranteedLevel": 1,
                    "projectedGuaranteedExp": 3,
                    "projectedGuaranteedExpToNext": 5,
                    "projectedPotentialLevel": 1,
                    "projectedPotentialExp": 4,
                    "projectedPotentialExpToNext": 5,
                    "interactions": []
                }
            ]
        }
    ],
    "summary": "stageIndex=0 | state=Ready | pathBlocked=False | heroLv=1 | heroExp=0/5 | guaranteedExp=3 | potentialExp=4 | guaranteedLv=1 | potentialLv=1"
}


The preview establishes the key safe-order mechanism and removes the lethal Trap interaction.

Layout committed Ready and preview starts with Statue support.

Trap x4,y0 is off the active route; preview is Statue→Dead Body→Monster with guaranteed EXP3/potential4.


Actual result must show survival/clear; retry again if death.

Alternate preview is Statue→Dead Body→Monster; Trap x4,y0 is off-route, guaranteed EXP3 and potential EXP4.

Simulate this layout and expect survival with 3-4 EXP.

Prefer the alternate because it removes the lethal Trap interaction and adds support before Slime.


Summary: Preview Statue→Dead Body→Monster; Trap off-route


Statue→Dead Body→Monster preview
Trap off-route

Ready alternate; actual play icon visible. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


safest materially changed legal candidate


Statue max HP and Dead Body +1 HP before Slime

Statue→Dead Body→Monster; Trap off-route

큰 조각과 회전 제약 조각을 작은 support보다 먼저 검증한다.


support-first Trap-off-route
lethal Trap-first baseline

removes Trap and adds two support interactions before combat


Avoid lethal baseline and use safe preview order.


Stage 1 alternate result

Game


Stage 1 alternate late result

Game


Use support-first and route avoidance; off-route hazards can satisfy placement without applying lethal damage.

clear with Continue visible, HP5/11, EXP4/5, steps6, kills1

Statue x1-2 first; Trap moved off-route to x4,y0; Slime moved to x3,y1; preview Statue→Dead Body→Monster


Actual clear validates route-avoidance and support-first as the Stage 1 winning principle.

Alternate cleared with HP5/11 and EXP4/5 after support-first interactions.

Exact final HP was 5 and EXP reached 4/5.


Reassess against each stage preview and actual result.

Support-first alternate cleared at HP5/11, EXP4/5, steps6, kills1; lethal baseline died.

Carry support-first and hazard-avoidance into later stages.

Prioritize support interactions and place optional hazards off-route when legal.


Summary: Stage1 clear HP5/11 EXP4/5 steps6 kills1


Baseline death HP0/11 versus alternate clear HP5/11 EXP4/5; K006-K012 and two canonical gameplay loops.

Later-stage object roles, footprint legality, and resource thresholds remain unknown.

Can build support-first layout, move Trap off-route, use adjacent-row Slime, and distinguish actual play icon.

Unknown footprint legality and interaction ordering; initial forecast accepted Trap-first baseline.


Clear report with Continue visible. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Stage2 entry after Continue

Game


Game


Reward UI sequencing is control flow, not gameplay strategy.

Clear progression advanced to Rewards with Final Grade A and Gold +15.

Stage2 does not load until the reward next-stage control is accepted.


Summary: Grade A, Gold +15 rewards


Rewards shows Grade A, Gold+15 after animation. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


reward animation completed and Stage4 goal remains


After reward next-stage click

Game


Stage2 after transition wait

Game


Stage2 inventory probe identifies four new objects, relevant once intro closes.

Reward control advanced to stageIndex1 and Stage2 intro.

Placement remains disabled until Click to Skip dialogue is dismissed.


Verify active inventory and preview after dialogue.

Stage2 inventoryCount=4: Slime_Crate, Heart, Statue_Def, Heart; intro says 4 objects.

After intro, inspect exact footprints and build support-first candidate.

Prioritize Statue_Def and Hearts before Slime_Crate combat, subject to footprint and route preview.

Stage 2 inventory roles pending inspection


Summary: Stage2 intro, four objects


Dialogue says 4 objects and Click to Skip. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Stage2 planning after intro

Game


Stage2 planning after Room2 title

Game


select Statue_Def and test early support footprint

Active Stage2 inventory and planning readiness are now visually and probe-confirmed.

Stage2 intro and Room2 title ended; canPlace=true.


Preview and actual result will validate support order.

Stage2 planning is active with Slime_Crate, two Hearts, and Statue_Def.

Select Statue_Def before flexible one-cell Hearts.

Secure Statue_Def footprint first, then Hearts, and place Slime_Crate after support or off-route.


Summary: Stage2 ready with 4 objects


Stage2 ready; Statue_Def is third inventory group. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Statue first
Hearts first
Slime_Crate first


Statue first,Hearts first,Slime_Crate first


proof recorded before snapshot correction; no second click issued


Game


probe early path footprint beside Stage2 entry

Cursor probe confirmed Statue_Def selected.


Summary: Statue_Def selected


Hero enters Stage2 at center-left and green guide continues right. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


This establishes the first legal scarce support footprint in Stage2.

Statue_Def vertical footprint is all-green on Stage2 grid indices (4,2)/(4,1).


Preview must show whether it occurs before threats.

Statue_Def vertical at Stage2 grid (4,2)/(4,1) is all-green.

Place Statue_Def now and use preview to assess timing.

Commit this scarce defense support footprint before one-cell Hearts.


Summary: Statue_Def footprint legal


Vertical Statue_Def footprint all green. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


The footprint rule is already recorded as K015.

Statue_Def committed cleanly; placed1 inventory3.


Summary: Statue_Def committed


First Heart resolved at inventory x576. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Summary: selected


Heart selected; upper guide near entry remains free. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Heart 후보 world(10,1), grid(3,3)은 tilePresent=false 및 red로 배치 불가 확인

Heart를 다른 보이는 가이드 타일로 이동해 green/current-stage 여부를 확인

단일 비타일 좌표는 재사용 가치가 낮음

지원물 우선 배치 원칙을 유지하며 합법 가이드 타일을 검증했다

초기 후보가 실제 스테이지 타일일 것이라는 가정은 틀렸다


다른 가이드 타일 probe

Summary: red/off-tile 후보 확인


probe visible green guide beside support


selected Heart
Statue_Def committed
visible green guides

Heart remains selected; green route guides are visible to the right and below Statue_Def. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Heart world(12,0), grid(5,2)이 allGreen/allCurrentStage/allPlaceable

검증된 현재 위치를 클릭해 Heart 배치 커밋

Stage2에서 재사용 가능한 합법 Heart 지원 좌표

오른쪽 가이드가 합법적인 지원 타일이었다

검증된 현재 위치를 클릭해 Heart 배치 커밋


Summary: Heart 합법 타일 검증


Heart at world (12,0), grid (5,2) is green and on the current-stage tile.

Commit first Heart here before placing the combat crate.

Place the first Heart immediately right of the Statue_Def footprint at world (12,0).


Heart footprint is green at verified world(12,0). 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


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.


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


첫 Heart 커밋 성공: placedCount=2 inventoryCount=2 dragging=false

남은 Heart 인벤토리 항목을 선택

K016을 실행 검증했으나 새 규칙은 없음

검증된 합법 타일에 Heart가 정상 커밋됐다

남은 Heart 인벤토리 항목을 선택


두 번째 Heart 선택

Summary: 첫 Heart 배치 완료


ok=False;canStartInventoryDrag=False;stage=1;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(1115.00, 566.00);localPoint=(155.00, 756.00);insideRawImage=False;viewportPoint=(0.62, 1.34);hitCollider=null;hitParent=null;hitParentActive=False;hasObjectPlace=False;hasChildController=False;colliderCenter=null;colliderBounds=null;hitRootPosition=null;required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


Two inventory objects remain: Slime_Crate left, Heart right. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Game


영웅 직후 좌측-중앙 녹색 가이드 타일 probe

선택 자체는 새 규칙이 아님

지원물 우선 순서 유지

영웅 직후 좌측-중앙 녹색 가이드 타일 probe


Summary: 두 번째 Heart 선택


Heart selected
early corridor guides visible

Second Heart selected; green route guides are visible immediately right of hero. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Heart world(8,1), grid(1,3) allGreen/allPlaceable

현재 검증 위치 클릭 커밋

재사용 가능한 두 번째 Heart 합법 좌표

영웅 직후의 이른 경로 타일이 합법적이었다

현재 검증 위치 클릭 커밋


Heart at world (8,1), grid (1,3) is green and current-stage.

Heal before entering the right-side room.

Place the second Heart at world (8,1) on the early corridor.


Summary: 두 번째 Heart 합법 타일


Heart footprint green at world(8,1). 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


두 번째 Heart 커밋 성공: placedCount=3 inventoryCount=1

이른 경로 지원 배치가 정상 커밋됐다


Summary: 지원물 배치 완료


Only Slime_Crate remains in inventory after three supports. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


선택만으로 새 규칙 없음

지원물 이후 전투 오브젝트 선택


Summary: Slime_Crate 선택


Slime_Crate selected; supports cover early and mid/late path. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Balance survival with meaningful combat.


후반 우하단 world(13,-1) L-footprint 3칸 모두 스테이지 밖/red

오른쪽 방 중앙의 더 왼쪽 후보로 이동해 3칸 검증

3칸 전체 검증으로 잘못된 커밋 방지

후반 우하단 후보가 활성 그리드 밖이었다

오른쪽 방 중앙의 더 왼쪽 후보로 이동해 3칸 검증


Summary: world13,-1 footprint invalid


probe central right-room crate footprint


3-cell L shape
previous candidate out of bounds

Crate remains selected after out-of-grid probe; central room guides offer a 2x2 footprint. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


room has vertical depth for L shape and stays after supports


world(11,-1) 3칸 모두 current-stage tile이나 현재 방향은 red

같은 위치에서 우클릭 회전 후 footprint 재검증

중앙 방이 L-footprint를 수용하는 타일 깊이는 확보

현재 방향은 배치 충돌로 green이 아님

같은 위치에서 우클릭 회전 후 footprint 재검증


Summary: 타일 내지만 red


All three footprint parts are on current-stage tiles but red in current orientation. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


preserve promising 2x2 region and change only orientation


Validate scarce multi-cell footprint orientation.

All parts already on current-stage tiles.


Rotate Slime_Crate once at current candidate


한 칸 왼쪽의 world(10,-1) 영역으로 이동해 재검증

같은 앵커에서는 여전히 green 아님

한 칸 왼쪽의 world(10,-1) 영역으로 이동해 재검증


Summary: 회전 성공, 후보 red


rotated orientation
all cells current-stage in prior anchor

Rotated L footprint stays entirely on central-room tiles; anchor one step left avoids support column. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


separate crate from support column while keeping late encounter


Keep combat after supports but avoid collision.


Summary: 한 칸 비타일


Right-room candidates conflict or include holes; left room visibly has a deeper 2x2 floor area. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


secure meaningful combat on legal footprint after early Heart at world8,1


화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


world(10,-1)은 두 칸 current-stage이나 세 번째 world(9,-2)가 비타일

이 후보는 3칸 중 한 칸이 타일 밖이라 전략 후보로 채택할 수 없음

지원물 충돌을 피하려 왼쪽 이동 후보를 검증

L자 끝칸이 방 바닥 밖


Return all로 충돌 원인을 제거하고 중앙 방 Crate 우선 재시도

지원물 배치 후 중앙 방의 모든 유효 3칸 후보가 red이고 외곽은 활성 그리드 밖이므로 Crate footprint 우선 확보로 순서를 수정해야 함

넓어 보이는 영역을 실제 footprint로 검증

좌측 시각 영역은 활성 Stage2 배치 그리드가 아니었다


Confirm central footprint turns green after Return all.

After Statue_Def and two Hearts are committed, a three-tile central-room Slime_Crate footprint remains red even though every part is on a current-stage placeable tile.

Use Return all, place Crate first in the central room, then fit supports around it.

On Stage 2, reserve the Slime_Crate three-cell footprint before committing all one-cell supports.


Summary: Crate 우선 순서로 수정


Crate is still dragging and Return all is visible. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


current support layout blocks scarce 3-cell footprint


Current support layout blocks the legal multi-cell region.


Return all 성공: placed0 inventory4 dragging=false


Summary: Stage2 배치 초기화


All four objects returned; Slime_Crate is the left inventory object. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


reserve scarce 3-cell footprint per current-run evidence


Prior layout blocked all legal Crate candidates.


Game


Summary: Crate first selected


retest central crate footprint without supports


No placed supports remain; Crate selected. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


all three cells were current-stage before reset


Retest central footprint before supports.

Supports were removed to isolate the collision cause.


이 선택은 K018의 실행 단계이며 독립적인 새 후보 판단은 아님

희소 3칸 footprint를 지원물보다 먼저 확보하는 순서 적용


지원물 제거 후 world(11,-1) L-footprint 3칸이 모두 green/current-stage/placeable

현재 검증 위치 클릭 커밋

Stage2 Crate의 재사용 가능한 합법 3칸 좌표와 우선 배치 규칙을 확정

기존 red 원인이 지원물 충돌이었고 Crate 우선 순서가 합법 footprint를 확보

현재 검증 위치 클릭 커밋


With no supports placed, Slime_Crate at world (11,-1) occupies (11,-1),(12,-1),(12,-2), all green and current-stage.

Reserve the central three-cell footprint, then fit supports elsewhere.

Place Slime_Crate first at world (11,-1) in its initial orientation.


Summary: Crate 합법 footprint 확정


All 3 crate parts green at verified anchor. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Slime_Crate 우선 커밋 성공: placed1 inventory3


Summary: Crate 우선 배치 완료


Crate committed; three supports remain. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Secure remaining multi-cell support before Hearts.

After Crate reservation, Statue is next scarce footprint.


선택 단계로 새 배치 판단 없음


Summary: Statue selected


Crate world11,-1 committed
Statue selected

Crate occupies lower-right cells; vertical guides left of it remain free. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Left column keeps defense before combat and avoids Crate cells.


Summary: 상단 비타일


Lower cell at world9,0 was valid; moving anchor down should place both parts on floor. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


both cells expected in central room before Crate


Moving down uses the verified central floor without Crate overlap.


world9,1은 상단 한 칸이 비타일

두 칸 footprint 중 한 칸이 tilePresent=false라 합법 후보가 아니며 새 전략 규칙으로 채택하지 않음

Crate 왼쪽의 방 타일 검증

앵커 상단은 floor가 아님


world9,0 vertical 두 칸은 모두 타일이나 Crate 근접 충돌로 red

한 칸 더 왼쪽 world8,0으로 이동

Crate 주변 간격을 더 확보할 다음 후보를 검증해야 하며 현재 red 후보는 채택하지 않음

Crate와의 근접 충돌 때문에 배치 불가

한 칸 더 왼쪽 world8,0으로 이동


Summary: 타일 내 red


world9 vertical is on floor but red; one tile left increases separation from Crate. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


retain defense before combat with greater separation


One more tile of separation should clear collider conflict.


동일 앵커에서 가로 회전 후 재검증

세로 후보는 합법 배치가 아니며 방향 변경 검증이 남아 있음

세로 방향은 여전히 배치 불가

동일 앵커에서 가로 회전 후 재검증


Summary: vertical red


Both vertical cells are floor but red; horizontal orientation may align route. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


change orientation at verified floor anchor


Use rotation for multi-cell support when vertical is red.

Both current cells are floor but orientation remains invalid.


가로 회전은 반영됐으나 world(8,0)-(7,0)도 두 칸 모두 floor에서 red

회전은 확인됐지만 현재 후보가 red라 상단 행의 합법 여부를 더 검증해야 함

세로에서 가로로 orientation 변경 성공

현재 y=0 행은 가로 방향도 배치 불가


Summary: horizontal orientation, y0 red


horizontal orientation
crate lower-right

Statue is horizontal; upper route row remains visibly available farther from Crate. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


maximize separation while keeping defense before combat


Fit defense around reserved Crate with maximum separation.

Upper-left row avoids every Crate footprint cell and preserves route order.


world8,1 horizontal은 anchor green, world7,1은 영웅/진입점 충돌로 red

anchor는 유효하나 가로 두 번째 칸이 red이므로 세로 orientation 검증이 남아 있음

상단 행에서 한 칸은 배치 가능

왼쪽 칸이 점유돼 전체 footprint 불가


Summary: horizontal partially green


Anchor world8,1 is green; horizontal left part collides, while below world8,0 is free floor. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


use two known floor cells away from Crate and entry


Fit support around Crate using verified free column.

world8,1 and world8,0 are floor cells separated from Crate and entry collision.


world8,1 vertical이 (8,1),(8,0) 모두 green/current-stage

Crate 우선 배치 뒤 Statue_Def의 재사용 가능한 합법 좌표와 방향을 확정

상단 anchor 세로 회전으로 진입점과 Crate 충돌을 모두 피함


After Crate at world (11,-1), Statue_Def is legal vertically at world (8,1), covering (8,1) and (8,0).

Defense occurs before the Crate encounter without footprint collision.

Place Statue_Def second at world (8,1) in vertical orientation.


Summary: Statue 합법 footprint


Both Statue parts green. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Both parts green and ordered before combat.


Statue_Def world8,1 vertical 커밋 성공: placed2 inventory2

첫 Heart 선택 후 Statue와 Crate 사이 free cell 검증

Crate와 충돌 없이 방어 지원 확보


Summary: Statue committed


Two identical Hearts remain after Crate and Statue. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


fill flexible support after scarce footprints


Flexible Hearts follow scarce footprints.


Game


Summary: Heart selected


Heart selected; world9,0 lies after Statue and before Crate. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


heal immediately after defense and before combat


Place healing after defense and before Crate.

world9,0 is the earliest free floor cell after Statue.


선택 결과만 확인했으며 배치 후보 판단은 다음 footprint probe에서 수행해야 함


world9,0은 floor이나 Statue/Crate 사이 충돌로 red

한 칸 오른쪽 world10,0 후보 검증

현재 후보는 red이며 인접한 다른 free cell 검증이 남아 있어 규칙으로 채택하지 않음

방어와 전투 사이 순서 후보 검증

한 칸 오른쪽 world10,0 후보 검증


Summary: world9,0 red


world9,0 red; world10,0 is the next free route cell before Crate. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


retain pre-combat healing at next route cell


world10,0 is the next current-stage route cell not occupied by a footprint.


비타일 후보이므로 채택할 수 없고 다른 free floor를 찾아야 함

다음 경로 후보를 실제 타일로 검증

해당 grid cell은 시각적으로 방처럼 보여도 floor 타일이 아님


Summary: world10,0 no tile


Middle cells blocked or absent; lower-left grid cell is unoccupied and before Statue. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


world7,-1 is outside both reserved footprints and provides early healing.

화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Statue 이전 하단 셀에서 조기 회복 확보


Heart is legal at world (7,-1) after Crate and Statue placements.

Provide healing before the Statue and Crate sequence.

Stage 2 first Heart after scarce footprints


Summary: Heart legal at7,-1


Heart green at verified cell. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


첫 Heart world7,-1 커밋 성공: placed3 inventory1

마지막 Heart 선택

마지막 Heart 선택


Summary: first Heart committed


One Heart remains in inventory. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Complete flexible supports after first Heart.


Game


Summary: last Heart selected


Last Heart selected; cell below first Heart is unoccupied. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


cluster early healing before support and combat


Place second healing beside early support area.

world7,-2 is the remaining lower-left floor candidate outside reserved footprints.


마지막 Heart 선택 성공

선택만 완료됐고 최종 배치 후보 판단은 footprint 검증에서 결정해야 함

inventory 마지막 오브젝트 선택


비타일 후보라 채택 불가하며 기존에 floor로 검증된 우측 상단 셀을 확인해야 함

첫 Heart 아래 후보를 확인

하단 셀은 활성 bounds 안이지만 floor 타일이 아님


Summary: world7,-2 no tile


Lower-left cell absent; world11,1 was part of an earlier legal Statue column and is currently free. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


known floor cell separated vertically from Crate


Fit flexible support outside Crate footprint.

world11,1 is a known current-stage floor cell two rows above the Crate anchor.


Return all 후 Upgrade 탭에서 중복 Heart 통합 가능성 확인

Crate와 Statue의 희소 footprint를 유지하면 두 번째 Heart의 합법 셀이 없어 중복 Heart 업그레이드가 다음 정상 플레이 후보

기존에 floor였던 셀을 검증


Reject if Upgrade cannot consume or combine the duplicate Hearts.

After legal Crate, Statue, and one Heart placements, remaining tested current-stage cells are absent or red for the second Heart.

Return all and inspect Upgrade as a normal play action.

Use the Upgrade interface to test combining duplicate Hearts before repacking Stage 2.


Summary: second Heart has no tested legal cell


Last Heart dragging and Return all visible. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


No tested legal cell remains for the second Heart.


Summary: ready for Upgrade


Upgrade tab is visible beside Dungeon Tile. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Placement packing left no legal second Heart cell.


Game


Upgrade UI opened on Monster tab; Item tab visible

K022 검증이 Item 탭 확인까지 남아 있음


Summary: Monster tab default


Upgrade UI shows top tabs Monster, Object, Item, Dungeon Tile, Hero Training. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Heart is an item support rather than a monster or dungeon tile.


Item 탭은 열렸으나 모든 표시 업그레이드가 Not available in the demo

Upgrade 창을 닫고 배치 조합 재탐색

데모에서는 Item 업그레이드가 비활성이라 duplicate Heart packing을 배치만으로 해결해야 함

Item 카테고리 진입

Heart 중복 통합 기능은 데모에서 사용할 수 없음

Upgrade 창을 닫고 배치 조합 재탐색


Revisit only if a later stage explicitly unlocks Item upgrades.

The Item upgrade screen is present, but its cards state Not available in the demo.

Close Upgrade and solve Stage 2 through placement packing.

Do not rely on Item upgrades to combine the two Hearts in the demo.


Summary: Item upgrades unavailable in demo


Red close button visible at upper-right. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Heart upgrade disproven; return to placement


All visible Item upgrade cards are unavailable in demo.


예상과 달리 Upgrade close가 아니라 language dropdown이 열림

일회성 좌표 불일치로 전략 지식이 아님

상단 우측 UI 입력은 수신됨


Summary: language dropdown opened


Language dropdown is open over Upgrade UI. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Continue normal placement after disproven upgrade path.

Dismiss the accidental menu without changing game state.


Escape dismissed accidental language dropdown

menu closed without gameplay state change


Summary: dropdown dismissed


Dropdown dismissed; red X sits above language selector. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


return to placement after unavailable upgrade


Item upgrade path is unavailable in demo.


Game


red X 클릭으로 Placement UI 복귀: inventory4, Gold15

첫 타겟은 margin 밖이었으나 재조준 성공


Summary: Upgrade closed


Placement UI shows Dungeon Tile tab and Gold15. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Seek normal non-upgrade space expansion.

Packing evidence shows insufficient legal cells and Gold15 is available.


Dungeon Tile 클릭 결과 Not available in the demo

순수 placement packing으로 복귀해 world12,1 후보 검증

데모에서 Upgrade와 Dungeon Tile 모두 비활성이라 Stage2는 기존 grid packing으로만 해결해야 함

기능 상태를 정상 UI로 확인

타일 확장은 데모에서 비활성


Revisit only if a later stage explicitly unlocks the feature.

Dungeon Tile shows Not available in the demo, matching Item upgrade unavailability.

Solve Stage 2 using existing placement grid only; do not rely on Upgrade or Dungeon Tile.


Summary: Dungeon Tile unavailable


All four objects in inventory; left Heart visible. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Heart selected after demo feature checks


Summary: Heart selected


Heart selected with all placements reset; upper-right guide at world12,1 is untested. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


reserve far upper support cell before multi-cell packing


world12,1 is an untested current-stage upper-right guide cell.


placed0 상태에서도 world12,1은 static collision으로 red

Crate 초기 방향을 world10,-1에 배치해 Heart world12,0 보존

초기 Crate 방향의 world10,-1 footprint는 (10,-1),(11,-1),(11,-2)로 추정돼 기존 world12,0 Heart 셀을 보존하는 packing 후보

미검증 상단 셀의 실제 상태 확인

floor지만 고정 장애물로 배치 불가


Require all three Crate parts green and later verify both Heart cells.

world (12,1) is statically blocked even with no placements; prior Crate at (11,-1) consumed space that made Heart (12,0) red.

Reset drag, place Crate at (10,-1), then Statue at (8,1), Hearts at (7,-1) and (12,0).

Test the initial-orientation Crate one tile left at world (10,-1) to preserve Heart world (12,0).


Summary: world12,1 static blocked


clear selected Heart before alternate packing


Heart dragging with placed0; Return all visible. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Clean reset restores initial Crate orientation.


select Crate at inventory Slime collider


Summary: ready alternate pack


Crate composite is second inventory object; Slime collider near render510. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Game


Slime_Crate initial orientation selected


Summary: Crate selected


Crate selected initial orientation; target one tile left of prior legal anchor. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Test alternate anchor preserving Heart12,0.

Initial L should occupy10,-1 11,-1 11,-2.

화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Crate initial anchor world10,-1 occupies10,-1 11,-1 11,-2 all green

one-tile-left footprint legal and preserves world12 column


Verify both later Heart cells remain green.

Initial Slime_Crate at world (10,-1) covers (10,-1),(11,-1),(11,-2), all green and current-stage.

Commit Crate, then Statue at (8,1) and Hearts at (7,-1),(12,0).

Use Crate at world (10,-1) in initial orientation to preserve the world12 column for a Heart.


Summary: alternate Crate footprint green


All three parts green. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


alternate Crate world10,-1 committed placed1 inventory3


Summary: alternate Crate committed


Three inventory objects remain: Heart, Statue, Heart. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


click at576 did not select; cursor selected=null

inventory objects kept original slots; Statue collider remains near704


Summary: Statue not selected


Statue remains in original inventory slot near704. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


704 also empty; screenshot shows compacted Statue at510

original slot assumption wrong after Crate commit


Summary: Statue at510


Screenshot directly shows Statue centered510. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Game


Statue selected successfully at compacted slot510


Summary: Statue selected


Statue selected initial vertical; target column8 remains outside alternate Crate footprint. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Alternate Crate is even farther from column8.


Statue world8,1 vertical both green after alternate Crate


Summary: Statue green


Both parts green. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


select first Heart at compacted left slot


Summary: Statue committed


Two Hearts remain compacted left-to-right. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Summary: Heart selected


Heart selected;7,-1 is known early free cell. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Heart7,-1 green after alternate Crate and Statue


Summary: Heart7,-1 green


Heart green. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Summary: Heart1 committed


One Heart remains at compacted left slot. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Alternate Crate preserves world12 column.


Game


Summary: final Heart selected


Final Heart selected; alternate Crate leaves12,0 outside footprint. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Alternate Crate no longer occupies12,-1/12,-2.


final Heart12,0 green; full Stage2 packing feasible

Stage2 complete legal packing is now fully verified

alternate Crate preserved late Heart cell


With Crate at (10,-1), Statue at (8,1), and Heart at (7,-1), the final Heart is green at (12,0).

Commit final Heart and preview/simulate.

Use the full Stage2 packing: Crate (10,-1) initial, Statue (8,1) vertical, Hearts (7,-1) and (12,0).


Summary: all four objects legal


Final Heart green at12,0. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


full pack committed: state Ready canStart=True placed4 inventory0


Summary: Stage2 ready


Ready UI with all objects placed. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


early Heart then Statue then Crate then late Heart

verify event order before irreversible actual run


rojectedGuaranteedExp": 2,
                    "projectedGuaranteedExpToNext": 10,
                    "projectedPotentialLevel": 2,
                    "projectedPotentialExp": 4,
                    "projectedPotentialExpToNext": 10,
                    "interactions": [
                        {
                            "priorityTag": "Heart",
                            "objectName": "Heart_non_special(Clone)",
                            "childName": "Block_0_0",
                            "componentType": "Heart",
                            "isRisk": false,
                            "isSupport": true,
                            "isUncertain": false,
                            "changesPath": false,
                            "guaranteedExp": 1,
                            "potentialExp": 1,
                            "note": "heals HP and grants +1 interaction EXP"
                        }
                    ]
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 10,
                    "gridX": 5,
                    "gridY": 2,
                    "worldPosition": {
                        "x": 12.0,
                        "y": 0.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 1,
                    "interactionOrder": [
                        "Monster"
                    ],
                    "riskTags": [
                        "Monster"
                    ],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 1,
                    "cumulativeGuaranteedExp": 3,
                    "cumulativePotentialExp": 6,
                    "projectedGuaranteedLevel": 2,
                    "projectedGuaranteedExp": 2,
                    "projectedGuaranteedExpToNext": 10,
                    "projectedPotentialLevel": 2,
                    "projectedPotentialExp": 5,
                    "projectedPotentialExpToNext": 10,
                    "interactions": [
                        {
                            "priorityTag": "Monster",
                            "objectName": "Slime 1x1",
                            "childName": "Slime",
                            "componentType": "Monster",
                            "isRisk": true,
                            "isSupport": false,
                            "isUncertain": false,
                            "changesPath": false,
                            "guaranteedExp": 0,
                            "potentialExp": 1,
                            "note": "combat risk, EXP is gained only on kill"
                        }
                    ]
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 11,
                    "gridX": 5,
                    "gridY": 3,
                    "worldPosition": {
                        "x": 12.0,
                        "y": 1.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 3,
                    "cumulativePotentialExp": 6,
                    "projectedGuaranteedLevel": 2,
                    "projectedGuaranteedExp": 2,
                    "projectedGuaranteedExpToNext": 10,
                    "projectedPotentialLevel": 2,
                    "projectedPotentialExp": 5,
                    "projectedPotentialExpToNext": 10,
                    "interactions": []
                }
            ]
        }
    ],
    "summary": "stageIndex=1 | state=Ready | pathBlocked=False | heroLv=1 | heroExp=4/5 | guaranteedExp=3 | potentialExp=6 | guaranteedLv=2 | potentialLv=2"
}


Stage2 full pack preview: path unblocked, guaranteed EXP 3, potential EXP 6, projected level 2

start actual Stage2 exploration and observe terminal result

The preview establishes a reusable current-run safety rule linking this exact packing to an unblocked route and guaranteed level-up.

support interactions raise hero to level 2 before the late slime risk

early ordering differed from initial shorthand but safety projection remains positive


Compare actual clear/death HP, EXP, and event sequence.

The full packing produces an unblocked 12-step route with 3 guaranteed support EXP and 6 potential EXP, projecting level 2 before completion.

Approve actual Stage2 simulation without abandoning the run.

Use the K027 full packing when entering Stage2 at HP5/11 EXP4/5; its support sequence guarantees level 2 and includes a late Heart before the final Slime risk.


Summary: Unblocked route; guaranteed level2 projection


Full packing is committed and Start Exploration is available. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


clear Stage2 at level2 after support and combat

preview proves an unblocked route and guaranteed level-up


Guaranteed support EXP reaches level2 on an unblocked route.


Game


first actual execution of the newly discovered full Stage2 packing in this run


survive via guaranteed support EXP and level-up to level2; late Heart precedes final Slime


Clicked sidebar Play control to start actual Stage2 exploration

Pointer proof evt-b7f00da026f1 shows accepted click; live capture shows hero progressing


Clicked sidebar Play control to start actual Stage2 exploration


Reuse exact full pack when Stage2 begins from the same Stage1 state.

clear result: all A grades, level2 HP12/12 EXP5/10, 26 steps, 4 nights

full legal pack with support-first route


Stage2 clear: A in all five categories; level2 HP12/12 EXP5/10; 26 steps; 4 nights

press Continue and process reward/Stage3 transition

Actual gameplay confirms the previewed packing is both survivable and high-scoring from this run state.

survived and reached level2 with full HP


Revalidate only if Stage2 entry stats or inventory change.

The exact full packing cleared Stage2 with all A grades and ended at level2 HP12/12 EXP5/10 after 26 steps and 4 nights.

Proceed to Stage3 with high confidence and preserve the result as current-run evidence.

Reuse the K027 packing for the same Stage2 entry state; it converts HP5/11 EXP4/5 into a full-health level2 clear.

Stage 2 actual outcome from K027 packing


Summary: All A, Lv2 HP12/12 EXP5/10


Result panel shows five A grades and an enabled Continue button. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


required progression after a verified clear


Advance only after verified result capture.


Stage2 reward: Final Grade A, Gold +15, total Gold30

click Next Stage and inspect Stage3 intro

Reward value is captured as run data; no new tactical rule is required.


Summary: Grade A, +15 Gold


K027-K029; gameplay loop s2_full_pack_clear; all-A result screenshot.

Stage3 inventory, footprints, and route order are unknown.

Exact four-object packing and its preview-to-result safety relationship are verified.

Only support-first inventory roles were known; legal packing was unresolved.


Reward screen shows Final Grade A, Gold +15, and enabled Next Stage. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Demo ending requires progressing through Stage3.

화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Game


Stage3 loaded with dialogue active; inventory probe shows 7 objects

The Stage3 inventory composition is new current-run planning information that should be persisted before placement.

dialogue must complete before planning UI is usable


Confirm inventory remains seven after dialogue completion.

Stage3 starts at level2 HP12/12 EXP5/10 with seven objects: Trap2x2, Heart, Treasure Chest, crate_big_b, L slime_skeleton, crate, and Statue_Slime.

Plan Stage3 around Trap2x2, L slime_skeleton, and Statue_Slime footprints.

Complete the intro, then inspect the largest/least flexible pieces first before committing flexible one-cell items.


Summary: Stage3 active; 7-object inventory; dialogue open


dialogue active
seven inventory objects hidden below

Narrator dialogue box blocks planning controls and is awaiting input. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


normal progression required before planning


Forced Game View screenshot before inventory_screen state check.

Game