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>
30 lines
537 B
JSON
30 lines
537 B
JSON
{
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"floors": 6,
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"rooms_per_floor": 4,
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"depth_coeff": 0.7,
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"hand_size": 4,
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"dread_threshold": 3,
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"setback_loot": 3,
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"recruit_cost": 2,
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"loot_per_greed": 1.0,
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"loot_depth_factor": 0.3,
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"maw_base_rate": 0.15,
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"maw_accel": 0.06,
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"maw_dread_push": 0.02,
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"max_collapses_per_round": 1,
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"press_dread_push": 0.5,
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"cashout_depth_dividend": 2.0,
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"cashout_min_bank": 12.0,
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"worthy_factor": 2.5,
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"worthy_held_bonus": 0.0,
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"value_rise_frac": 0.5,
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"reentry_gap": 1,
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"comeback_bp": 0,
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"max_rounds": 40
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}
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