npx agentspec-cli install 6260d79e-e9ff-4f9f-bbe6-122021102e02 --file-type claude-md→ .claude/rules/
# CLAUDE.md — Woodland Preparation Quest (Source of Truth) ## Purpose This repository contains a Mario-style, level-based, 8-bit inspired web game (Phaser 3 + Vite + TypeScript). It must run on mobile via QR code and feel like a game (not a website). If you are Claude (or any AI) continuing work: READ THIS FILE FIRST. --- ## High-Level Pitch **Chris must finish domestic “quests” across woodland levels before Babitee arrives — not to save her, but to be ready to pick her up.** Six Jollibabees follow him and comment like a chaotic, adorable family chorus. Temptations include “forest pigs” (forest-girl silhouettes), doom scroll, and **WHALE COIN** gamble. --- ## Non-Negotiables 1. **Level progression like Mario:** World map → Level 1 → ... → Level 6 → Final Pickup → Ending. 2. **Deterministic state machine:** exactly one scene/state active at a time. 3. **Mobile-first:** large tap targets, on-screen controls (or tap-based interactions), no hover dependencies. 4. **Stable publish:** one entry point, one world map, no duplicate scenes. 5. **Game feel:** SFX, transitions, HUD, particles (light). 6. **No “save the princess” trope:** Babitee is not being saved. Chris prepares and picks her up. --- ## Core Mechanics (Must Match) ### Global Variables (clamped each update) - Preparation: 0..100 - Integrity: 0..100 (starts 50) - Energy: 0..100 (starts 100) - Hearts: 0..3 (starts 3) - Diamonds: min 0 (starts 0) - WhaleCoinWins, WhaleCoinLosses: integers - HasRing: boolean (starts false) ### Failure - If Hearts == 0 → Game Over - If level timer hits 0 → Game Over ### Whale Coin Popup (max once per level; always triggers in Level 3) Text: “WHALE COIN 🐋 To the moon? Trust the forest bro.” - Ignore: Diamonds +2, Integrity +1 - Invest (50/50): - Win: Diamonds +15, Preparation +5, Integrity -1, WhaleCoinWins +1 - Lose: Diamonds -8 (min 0), Preparation -3, Integrity -5, Hearts -1, LevelTimer -8s, WhaleCoinLosses +1 ### Temptation Incoming Call (replaces Forest Pigs) The “forest pigs / forest girls” temptation is now an Incoming Call modal. - Modal shows: Incoming Call: “Forest Girl 💋” (temptation) - Buttons: BLOCK / ACCEPT - Countdown: 1.5 seconds visible - If player taps BLOCK within time: success, no penalty - If player taps ACCEPT: **instant GAME OVER** - If timeout (no input): auto-ACCEPT → **instant GAME OVER** - Modal must block underlying input while open. - Jollibabee speech bubbles must PAUSE during this modal. - Trigger counts per level remain the same as the old pig hazard: L1: 2 calls L3: 2 calls L4: 1 call L6: 2 calls ### Doom Scroll - “Scroll more”: Integrity -5, LevelTimer -8s - “Close”: Integrity +1 ### Darmesh Call (Level 4 only) Jollibabees must say: “Hi Darmesh!” - Take call: Energy -10, Integrity +3, Preparation +3 - Ignore call: Integrity -5 ### Market (appears after Level 2 and Level 5 only) - Coffee (5 Diamonds): Energy +10, Integrity -1 - Gadget (20 Diamonds): Integrity -5 - Flowers (10 Diamonds): Preparation +5, Integrity +5 - Ring (25 Diamonds): Preparation +10, Integrity +10, HasRing = true ### Sacred Sleep (required before Level 6) Hold-to-sleep 3.5 seconds: - Energy = 100, Preparation +10, Integrity +5 ### Levels (Objectives + base rewards) - L1 Dish Cavern: clean 5 dishes. Timer 60s. Reward: Prep +5, Energy -5, Diamonds +1. + 2 pig avoid prompts. - L2 Trash Run Trail: drag 3 trash. Timer 55s. Reward: Prep +3, Diamonds +1. + doom scroll once. After L2: Market available. - L3 Doomscroll Swamp: close 4 popups fast. Timer 65s. Whale coin always triggers. + 2 pig avoid prompts. Reward: Prep +4, Energy -5 plus choice effects. - L4 Darmesh’s Clearing: complete 3 “work checkboxes in order”. Timer 70s. Darmesh call mid-level. + 1 pig avoid prompt. Reward: Prep +3 plus call choice effects. - L5 Garden + Groom: water 4 plants + groom (3 taps). Timer 80s. Reward: Prep +8 total, Integrity +2, Energy -5. + doom scroll once. After L5: Market available. - L6 Laundry Woods: locked until Sleep done. Objective: fold laundry in correct A→B→C order. Timer 75s. + 2 pig avoid prompts. Reward: Prep +6, Integrity +3 (correct fold), Energy -5. Optional “Fold neatly” bonus: Integrity +3 but Timer -5s. ### Final Pickup Gate Unlocked only after Levels 1–6 complete. Readiness: - Preparation >= 90 - Energy >= 50 - Diamonds >= 10 - Hearts >= 1 If not ready: show “Not ready to pick up Babitee yet.” and return to World Map. ### Endings - Integrity < 40: “The forest needs steadier roots.” - Integrity 40–70: “You’re growing.” - Integrity > 70 AND HasRing: “You didn’t just prepare. You chose us.” Show final stats and Whale wins/losses. --- ## Jollibabees (6 follower UI sprites + chatter) Always visible on HUD/scene (not during popups/market/ending). Personalities: one small flying, one big, one pusher, one bullied, one dreamer, one leader. Key lines include: - “Dadibee, focus” - “It’s not that haard” - “IYKYK” / “yeah, iykyk” - “That’s right” / “yeah, that’s right” - “I want to be like you, Dadibee, a (carpenter/dentist/doctor/gamer)” - “I want to go to the BART” / “Yeah, it’s very popular here in the Bay area” - “Where is Mamibee?” - “Oooh what’s that?” / “Ohh it’s a flower!” - “Dadibee we want honey” - “You dont look like us” (pusher pushes bullied) - Bullied bubble: “are you okay?” - New: “I can’t see! you’re so big” → Big replies: “No, I’m just plump” - Big random: “Dadibee, I’m growing” - BART bug: “Oh a bug *sprays*” - Darmesh call: everyone says “Hi Darmesh!” Speech must PAUSE during: Whale popup, Market, Ending. --- ## Jollibabees Unlock Progression (Missing Babies) Jollibabees start missing. You “find” one baby after each level. - Start of game: 0 followers - After completing Level 1: +1 follower - After completing Level 2: +1 follower - After completing Level 3: +1 follower - After completing Level 4: +1 follower - After completing Level 5: +1 follower - After completing Level 6: +1 follower (total 6) Only the found jollibabees appear trailing behind Chris. Speech bubbles can only come from currently found jollibabees. Personality behaviors only activate once both characters exist: - Pusher can only push once Bullied exists. - Big reply (“No, I'm just plump”) only after Big is found. - Fly only after Fly is found. Recommended unlock order (for consistency): L1: Leader L2: Dreamer (BART lines) L3: Bullied L4: Pusher (activates pushing Bullied) L5: Big L6: Fly --- ## Jollibabees Unlock Progression (Missing Babies) Jollibabees start missing. You “find” one baby after each level. - Start of game: 0 followers - After completing Level 1: +1 follower - After completing Level 2: +1 follower - After completing Level 3: +1 follower - After completing Level 4: +1 follower - After completing Level 5: +1 follower - After completing Level 6: +1 follower (total 6) Only the found jollibabees appear trailing behind Chris. Speech bubbles can only come from currently found jollibabees. Personality behaviors only activate once both characters exist: - Pusher can only push once Bullied exists. - Big reply (“No, I'm just plump”) only after Big is found. - Fly only after Fly is found. Recommended unlock order (for consistency): L1: Leader L2: Dreamer (BART lines) L3: Bullied L4: Pusher (activates pushing Bullied) L5: Big L6: Fly --- ## UX / Visual Direction (Woodland) Palette: - Forest: #1F3B2C #2F4F3E #3F6B4F - Wood: #5C3A21 #7A4E2D - Highlights: #E8B45E #F4C76A - Mist: #6D8C8A - Ivory text: #F5F2EA - Champagne glow: #E6C98B UI: - Carved wood HUD panels, vine bars, parchment speech bubbles. - Red characters pop against forest. --- ## Rules for Future Changes - Do not introduce new scenes unless they map to the stated flow. - Add mechanics via shared systems (state machine, event bus), not one-off hacks. - Keep code testable: pure reducers for stat changes, deterministic RNG wrapper. - Mobile compatibility is mandatory. --- ## Current Priorities (If resuming mid-work) 1) Implement World Map + Level progression. 2) Implement Level templates + mini-interactions per level. 3) Implement Whale coin + Market + Sleep gating. 4) Implement Ending gate and Game Over reset. 5) Apply UI skin + audio polish.
CLAUDE.md - Island Crafting Game
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. **Primary Goal for this Project:** I am learning Red Hat OpenShift AI for model training. This project implements **wilderness survival and practical skills Q&A fine-tuning** as a compelling demonstration of specialized AI capabilities. The goal is to transform a generic language model into a wilderness survival expert that can provide comprehensive, detailed guidance on essential survival and
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> **Generated by `krill-agents/scripts/build-claude-md.sh dev-krill-oss`** on 2026-07-30T15:46:50Z. > Do not hand-edit. Source of truth is `/home/ben/Code/krill-agents/`. > Re-run the build script (or the role's launch script) after edits there.
by AgentHub Crawler
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