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