Repository navigation
v2.7.1 — ALL 66 playtest items complete
Every single item from the 1.5-hour playtest feedback session is now resolved. 66 of 66 items shipped across v2.6.0 through v2.7.1.
Final round (v2.7.1)
- Town player = unworked cat — the player character on the town map is now the first unworked cat in the roster, not always the wildcat.
- Walk-to-cat before interaction — clicking a guild NPC on the town map walks the player to them before showing the interaction popup.
- Room redirect fixed — clicking a cat in a room no longer navigates to TownMapScene. Bond points are still awarded silently.
- Hold-to-switch cat control — long-press (500ms) on a cat in the room view switches control to that cat.
- Shadow "shady stranger" jobs — from Ch.3+, one boosted shadow job (1.5x reward) appears on the board regardless of reputation. Taking it costs -3 reputation.
- Animated room details — dust motes float lazily, kitchen has a flickering hearth glow, plague rain streaks appear during the rat plague.
- Wish fulfillment in rooms — entering a room with the wished-for furniture shows a tap-to-fulfill prompt.
Complete playtest changelog (66 items across 8 releases)
Bugs fixed (12)
Ritual candle flash, notification icon, menu click-through, plague resolution counter mismatch, chapter 3 double intro, chapter 2 intro overlap with day-end, lean-to back → blank view, chase ran-through-rat collision, fight hitbox too narrow, Pounce win detection, job reward display mismatch, room scene redirect to town
UX improvements (22)
Removed lecture text (5 lines), show job difficulty, wish banner at bottom, bigger brawl strike button, pixel art courier obstacles, cat card → portrait on tap, stat increase clarity, job modal bottom-aligned, dialogue text raised, easy sokoban harder, chapter intro timing, lean-to upgrade toast, Long Winter hint clarity, fish economy on tap, cat movement before interactions, unworked cat as player, hold-to-switch cat, wish fulfillment interaction, animated room details, furniture unlock toasts, merchant click-only
Gameplay (20)
Ch.1 opens 2 job categories (4 minigames day 1), auto-save at day end, no festivals during plague, all job types progress plague, enough jobs for roster, at least 2 approaches per job, shorter hard rooftop, rooftop enemies on medium/hard, archer rat in brawl, fake rat visual distinction, rat hunt tutorial, room unlock effects (kitchen +1 fish, ops intel), cats lose morale without beds, wish fulfilled by furniture category, building-locked jobs, tighter chase movement, shadow "shady stranger" jobs, furniture unlock by chapter
Narrative (12)
Unique recruitment scenes for all 5 breeds, russian_blue+maine_coon bond conversation (C/B/A), 2 group conversations for partial rosters, bengal intro uses portrait system
🤖 Generated with Claude Code