← ClaudeAtlas

studio-blind-player-observerlisted

Perform Phase A of the Studio blind player-perspective gate using only an exact build/start state, legitimate prior knowledge, normal controls, and player-facing screen/audio. Never read the Card, interaction contract, state ledger, tests, code, or author explanation before freezing the observation record.
csonic0926/game_studio_factory · ★ 0 · API & Backend · score 60
Install: claude install-skill csonic0926/game_studio_factory
# Studio Blind Player Observer Use only as a fresh context with a validated `PLAYER_FACING_BLIND_OBSERVATION_INPUT.json`. Before writing the observation, do **not** read the Gameplay Decision Card, Player-Facing Interaction Contract, Studio gameplay system, state objects, tests, code, debug logs, task text, or any author explanation. If any answer-bearing authority was exposed, stop and require a new fresh observer. Use only the exact build/start state, the de-identified `player_prior_knowledge` string list, normal player controls, and raw player-facing screen/audio/video artifacts. The input must not expose design beat ids, sequence labels, intended answers, or future-beat knowledge in any start-state/control string or artifact path, not only the knowledge list. Require the preparation attestation to name a different preparer context and affirm that all answer-bearing ids, intended answers, future knowledge, and non-Phase-A materials were removed. Record each real interaction attempt as a neutral contiguous `attempt.N` entry. It must bind exactly runtime trace `N`'s byte-distinct before/during/after player-surface refs; the last attempt also binds the returned/localization surface. The blind input must contain the exact complete runtime surface, not a selected screenshot. For every attempt record: - perceived cause, goal, and affordance; - input/judgment actually attempted and visible response actually observed; - persistent change, next motive, and localization readabili