reikhelm/deepfall/Cargo.toml
Parley Hatch 277c158378 feat(deepfall): board-game design + balance-by-bot simulator
DEEPFALL: a tabletop game mashing up 9 loved games (SmashUp, Dragon
Rampage, Blood Rage, Catan, EverQuest, Daggerfall, Eye of the Beholder,
Quarriors, SmallWorld). Core fusion = SmallWorld decline + Blood Rage
glorious death -> three exits (Cash Out / Press On / Worthy End) under a
rising Maw that collapses a reikhelm dungeon floor-by-floor.

- deepfall-core: pure deterministic engine (vendored ChaCha8, 11 tests)
- deepfall-sim: balance-by-bot sweeps -> CSV/JSON
- analysis/analyze.py: stdlib ASCII heatmap (no deps)
- DESIGN.md (rules + post-critique revisions), FINDINGS.md (9-iteration
  balance journey), README.md
- reikhelm-core/examples/sample_dungeon.rs: dumps a real generated board

Method: adversarial design critics -> build -> simulate -> tune. 9
iterations compressed combo spread 77.8 -> 32.5 pts (all 36 combos
viable). Fixed deep-content lockout (value rises with the Maw), the
multi-collapse feel-bad (1 collapse/round cap; feel-bad now 0.00/game),
and dead combos. Open finding: Cash-Out and Worthy-End are substitutes
for a glory-maximizing bot.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 22:49:33 -06:00

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TOML

[workspace]
resolver = "2"
members = ["deepfall-core", "deepfall-sim"]
default-members = ["deepfall-core", "deepfall-sim"]
# A SELF-CONTAINED workspace, deliberately separate from the root reikhelm
# workspace (and from combat/). The root Cargo.toml lists its members explicitly
# with no globs, so this folder neither pollutes nor depends on the
# dungeon-generator crates. One experiment, one isolated build graph — same
# convention as ../combat.