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Implementation Review

A game-by-game list of what's built, what we decided on our own to keep moving, and what we'd like your sign-off on before we call each exhibit finished.

How to use this page: each numbered item is one thing we need from you โ€” either a decision, missing content, or a heads-up about something still to build. A needs your input tag means we picked a default and kept building rather than wait โ€” tell us if that's right or if you want it changed. not built yet means the feature genuinely isn't there yet. polish is a nice-to-have we'd get to after the above. Reply with item numbers (e.g. "G2 #1 โ€” yes go ahead" or "G5 #3 โ€” let's talk").

The Wasp's Quest GAME 01

Furthest along โ€” mostly polish items left.

  1. needs your inputThe freeze after a wall hit is currently 1.2 seconds. The original brief mentioned 3 seconds โ€” we kept the shorter, snappier version by default.

    Confirm 1.2s is right, or tell us to switch to 3s.

  2. polishA handful of smaller text elements (how-to-play steps, menu card descriptions, the difficulty hint) are below our own minimum readable size for the exhibit floor.

    We'll resize these regardless โ€” no decision needed, just a heads-up that a few screens will look slightly different.

  3. polishFlick sensitivity and glow brightness were tuned on a laptop screen โ€” both should get a final check once the real touch table is installed, since lighting and screen glass change the feel.

Roots of Narrative GAME 02

Core board and race mechanics work; the two content-driven squares are the big open piece.

  1. not built yetTwo of the six board squares โ€” Mural (a folk-story moment) and Shloka (a proverb question) โ€” are drawn on the board but don't do anything yet when a player lands on one.

    This is the single biggest open item in Game 2. We need the actual story text/images and the shloka questions from you before we can build the story-slideshow and question screens around them.

  2. not built yetA "quick play" shorter game mode โ€” you already confirmed you want this (same board, shorter win condition) โ€” is still on our to-build list, just not in yet.

    No decision needed here, just flagging it's still open before we call Game 2 done.

  3. needs your inputTwo rules calls were made without checking with you first, and are flagged directly in the code so nobody forgets: the exact path the race board loops, and what happens when a player's move would overshoot the final Trunk square.

    Both play the way you'd probably expect (loop continues normally; overshoot is capped at the Trunk) โ€” flagging so you can say "fine" or correct us.

  4. polishSmaller game-feel touches aren't in yet: a screen shake when a piece is captured, a confetti moment on winning, a bigger "whose turn" banner each round, and some idle animation on the board while nobody's playing.

Aangan Strategy GAME 03

Playable and rules-complete; built without a reviewed brief, so please look this one over fresh.

  1. needs your inputUnlike Games 1 and 2, this one was built without a written plan going through you first โ€” everything in this section is us flagging it to you for the first time, not confirming something already agreed.
  2. needs your inputThe intro screen calls the playing pieces "kankar" (the traditional name), but everywhere else in the game โ€” turn banners, capture messages, the reserve counter โ€” still says "stone."

    Want us to use "kankar" throughout, or is "stone" fine for a general audience?

  3. polishSome on-screen text is below our minimum readable size โ€” will be resized regardless.
  4. polishA couple of planned "teaching" touches aren't built yet: a visual nudge when a player taps an invalid spot, and a glow on stones once a player becomes able to jump them around the board.

Emotional Canopy GAME 04

Playable end-to-end; one accessibility feature needs a real fix, and hardware tuning is still ahead.

  1. needs your inputAlso built without a written plan reviewed by you first โ€” same flag as Game 3.
  2. not built yetThe gesture meant to let a visitor who can't jump play the game (raising a hand instead of jumping) currently does something else โ€” it exits to the help screen rather than rolling the dice.

    This needs a real fix before we can call the game accessible to that visitor โ€” flagging as a priority, not a nice-to-have.

  3. not built yetCamera tuning for the real exhibit (adjusting for room lighting, and deciding what happens if two people stand in frame at once) hasn't started โ€” it genuinely needs the installed camera and screen to test properly, not something we can finish on a laptop.
  4. needs your inputThis game resets to the attract screen after 45 seconds of no input, instead of the usual 30 โ€” intentional, since jumping takes longer than tapping a screen, but flagging so you can confirm that's the right number.
  5. polishA few celebration/feedback touches aren't in yet: a sparkle trail while climbing a ladder, a bigger effect when reaching the top, and the exhibit demonstrating itself when nobody's playing.

Ficus Quiz GAME 05

Newest game โ€” playable, but has the most open decisions of the five.

  1. needs your inputFive decisions were made by us as reasonable defaults so building wasn't held up, none confirmed with you yet:

    1) How visitors answer โ€” we built for touch and keyboard, so it works whether the venue ends up with a touchscreen or physical buttons.
    2) One visitor at a time, not a two-player race.
    3) The 10 quiz questions are placeholders we wrote ourselves, drawing on facts from the other four games.
    4) The certificate has no name field and no real museum branding yet (a tree emoji stands in for a logo).
    5) The certificate QR code is designed to work with zero internet, rather than linking to a hosted web page.

    Please look these over โ€” happy to change any of them.

  2. needs your inputWorth a real conversation: the certificate QR code currently just holds plain text (rank, score, date). On most phones, scanning it will likely just pop up a small "text found" notice rather than anything that reads as an actual certificate.

    We should decide together on a better way to make this feel like a real take-home item โ€” a few options exist, happy to walk you through them.

  3. polishA little of the on-screen text (the question counter, the "scan this" instruction on the certificate) is smaller than our own minimum for this game โ€” will be resized regardless.
  4. needs your inputSame 45-second idle-reset question as Game 4 โ€” confirm that's fine here too.
  5. polishThe attract screen is static rather than showing a demo loop, and the questions are English-only for now โ€” both easy to extend once you've confirmed content and languages.

Behind the scenes

Lower priority โ€” internal build notes, nothing here changes what you see in the games.

  1. Every game currently keeps its own private copy of some shared code (sound, kiosk behaviour, fonts) instead of one shared copy used by all five. No visible effect today; we'll consolidate this to keep five games easier to maintain long-term.
  2. The idle-reset time isn't identical across all five games (30s for Games 1โ€“3, 45s for Games 4โ€“5, for the reasons noted above) โ€” listed here too so it's in one place.