Emergent
v4
requirements unknown
2026-04-09
pre-gate requirements

Escape the Dungeon · Emergent

escape-the-dungeon-emergent/v4

Composite score

0.000

Human review note

REVISED UPWARD 2026-04-09 after user re-played and beat floor 1. Previous review incorrectly penalized playability for 'unbeatable boss'. Actual discovery: floor 1 IS beatable by skipping combat, gathering mana crystals, crafting the right spells, then fighting the warden fresh with stacked effects. User quote: 'fantastic representation of what a game should FEEL like.' The 'right answer exists and must be discovered' loop is precisely what v4 pressure requirements ask for, so ingenuity bumps 0.80 → 0.95. Playability 0.65 → 0.88 — the softlock feeling was user's learning curve, not a design failure. UI/mechanics/stability/skill-inheritance unchanged from first review. Stability 0.55 kept: notifications persisting across sessions and continue-after-death still broken (carried over to v5 addendum R-v5.09, R-v5.10). First observed full skill ratcheting cycle (authored dom-over-kaplay + pressure-forge-coupling + CHANGELOG) still stands.

Reviewed by human · 2026-04-09

Dimension scores

Where the composite came from

Each dimension is scored 0.0 – 1.0 and combined using the weights in evals/escape-the-dungeon-emergent/gad.json. Human review dominates on purpose — process metrics alone can't rescue a broken run.

DimensionScoreBar
Human review0.885

Composite formula

How 0.000 was calculated

The composite score is a weighted sum of the dimensions above. Weights come from evals/escape-the-dungeon-emergent/gad.json. Contribution = score × weight; dimensions sorted by contribution so you can see what actually moved the needle.

DimensionWeightScoreContribution
human_review0.300.8850.2655(100%)
requirement_coverage0.200.0000.0000(0%)
implementation_quality0.150.0000.0000(0%)
skill_reuse0.150.0000.0000(0%)
workflow_quality0.100.0000.0000(0%)
iteration_evidence0.050.0000.0000(0%)
time_efficiency0.050.0000.0000(0%)
Weighted sum1.000.2655

Note: The weighted sum above (0.2655) doesn't exactly match the stored composite (0.0000). The difference is usually the v3 low-score cap (composite < 0.20 → 0.40, composite < 0.10 → 0.25) or a run with an older scoring pass.

Skill accuracy breakdown

Did the agent invoke the right skills at the right moments?

Skill accuracy data isn't relevant for this run (no expected trigger set).

Human review rubric

Where the reviewer scored this run best and worst

Each axis is a rubric dimension from evals/escape-the-dungeon-emergent/gad.json human_review_rubric. The filled polygon shows the reviewer's per-dimension scores, 0.0 at center to 1.0 at the edge. The aggregate score (0.885) is the weighted sum of the dimensions using weights declared in the rubric.

0.250.500.751.00PlayabilityUIpolishMechanicsimplementationIngenuity requirementmetStabilitySkill inheritanceeffectiveness
DimensionScoreWeight

Playability

0.880.25

UI polish

0.950.15

Mechanics implementation

0.900.15

Ingenuity requirement met

0.950.15

Stability

0.550.10

Skill inheritance effectiveness

0.950.20

What the agent built for itself

Emergent workflow artifacts

Bare and emergent runs don't have a framework giving them structure — they author their own methodology on the fly. These are the files the agent wrote into its own game/.planning/during this run. When a file appears here that isn't in the inherited bootstrap set, the agent invented it.

Skills written(10)

  • CHANGELOG.md4.8 KB
  • content-pack-loading.md1.3 KB
  • create-skill.md4.9 KB
  • dom-over-kaplay.md3.0 KB
  • find-sprites.md5.9 KB
  • game-loop-verification.md1.7 KB
  • kaplay-scene-pattern.md1.6 KB
  • pressure-forge-coupling.md3.3 KB
  • previous-workflow.md2.9 KB
  • state-composition.md1.1 KB

Process metrics

How the agent actually worked

Primary runtime
older runs may not carry runtime attribution yet
Agent lanes
0
0 root · 0 subagent · source missing
Observed depth
0 traced event(s) with agent lineage
Wall clock
0 phases · 0 tasks
Started
Apr 9, 5:39 AM
Run start captured in TRACE timing metadata
Ended
Missing end time usually means the run was scaffolded but never finalized
Planning docs
0
decisions captured · 0 phases planned
Client debug · NEXT_PUBLIC_CLIENT_DEBUG=1
0 lines

No events yet. Window errors, unhandled rejections, and React render errors appear here. Set NEXT_PUBLIC_CLIENT_DEBUG_CONSOLE=1 to mirror console.error / console.warn.