PASSED
engine
core loop, input, capture tooling — smoke tested
PASSED
tiles
Cliff rim exact-16 repeat 43%→93%, all contours ≥85%. Blind test: YES. Critic killed 5 of its own objections with measurements.
PASSED
player
Passed twice. Critic pixel-verified arm pump, goggle lens, eye dash
PASSED
hud
All counter icons in ref contrast range; strip byte-matched to ALttP layout
PASSED
movement
Unstick landed — the hard softlock class is closed. Critic notes the escape rule is component-blind but passed it.
PASSED
combat
PASSED. Combat audible: swing/hit/clink/poof all fire correctly (brass rings, hide thuds); +6 to +11 dB over the score; 29 swings gave 25 distinct pitches. Unreachable sounds 9→1.
PASSED
enemies
Hit reaction fixed and measured: kb [1.89,-2.59] 17.6px/10f (tin-soldier ref 16), 5-frame latched flash, walk→hurt→pause, 3-frame hitstop both sides. Outline closure 100%.
PASSED
audio-engine
ONE AudioContext, verified 5 ways and order-independent. Effects wear the score's reverb (86ms echo at -13.2dB) and its 9kHz band limit. Median +1.9dB full / +6.1dB speaker over the score; before the fix 33/33 were under it.
PASSED
music-overworld
Score sustains RMS 0.035-0.055 and switches overworld→village→dungeon→boss on the right boundaries
PASSED
sfx
PASSED twice. Enemies voiced: beetle gear→steam pair, bat snuff, slime cuff→land, tin soldier clink→land, riveter. Peak 8 voices = budget, never exceeded; 100 of 101 enemy draws distinct pitch.
PASSED
overworld
PASSED. Doorstep loop fixed in the right file (0 bounces, verified without game.js's latch). Third enemy shipped: 0→1→3→5 ramp across screens, committed hop, telegraph reads. Beetle aim 96.4%.
PASSED
transitions
Sky stages 0-4 all reach the screen and are visually distinct; room + screen scrolls animate
PASSED
title
Brass beveled pixel logo, parallax clouds, floating isles, dirigible, 1993 SKYFORGE
PASSED
dungeon
PASSED. 24 pots across 7 rooms, 18.3% heart drop rising to 36.6% on a near-empty row (ALttP's low-health bias). Health at the boss: 1 half → 3-6. Hatch opens both ways; cleared rooms and keys persist.
PASSED
npc-dialog
Stop-slop 43/50. Cast split into 4 rhythms; chest template broken (absent-owner slot 6/6→2/6); plaque personification 4/8→1/8, signs 3/8→1/8. B5 "valve" collision fixed by hand so the noun stays unique to the boss.
PASSED
boss
PASSED. Game-over card now truthful: phase-2 death shows "KETTLEBACK REWINDS THIS ROUND" and the retry starts at hp 12, the top of phase 2.
PASSED
items
PASSED. Real movable cursor: A assigns, B fires that item in the world (verified by use, not by reading the panel), name follows the cursor while the ring stays on the equipped item, choice survives doors/death/continue. Keys correctly refused. 400-press fuzz: 0 violations.
PASSED
chapter1
Lead verdict: "DONE bar one fix." That fix landed in round 27; its follow-on charm bug fixed by hand and verified in both halves.
PASSED
integration
PASSED twice. Subscreen de-modernised (tracker+bar gone), border ramp byte-identical to dialog, NPC overlap 14px→0px ink, empty heart row at death, world verified frozen under the menu
PASSED
player-death
PASSED twice. Boss letterbox now 38 visible frames = bridge 38 exactly (was 9). Aperture clamped: 9 real deaths, 640+ frames, never runs off a map edge.
PASSED
ending
Lead played it end to end: shard→jam→shudder→rise→ship→marla→look→card→fade→hold; ending theme returns at rise, sky steps 4→3, A returns to the title
PASSED
save-load
PASSED. localStorage round trip through a real page reload; corrupt JSON, bogus version and cleared storage all leave the title booting.