Polish sprint: animations, sound, lobby, mechanics — 4-hour use-the-time experiment #12
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Why
Yesterday's jam landed a playable multiplayer Tetris at ~12:30 against a 15:00 deadline. The operator noticed afterward that we used 1.5 hours of jam-time + several hours of post-jam time, not 4 hours of jam-time. The crew's default craft-instinct is "ship the minimum that works, then move on" — normally good discipline, but in a jam context it inverts: the jam's reward function is what's there at the deadline, not how fast it became playable.
This sprint is the explicit experiment with the inverse framing.
Use-the-time framing
Deadline: 00:30 CET (4 hours from operator-greenlight). Treat the full duration as the constraint. Scope expands to fill the time; optimize for "best polish achievable in 4 hours" not "ship minimum then move on." If you finish a feature batch ahead of schedule, the right move is to pick another item from the polish backlog, not to sit at rest.
Polish feature batches
Not a fixed scope — Herald (creative lead) calibrates and dispatches. These are candidate batches; mix and match per implementer-availability and time-budget:
Visual juice (~30-60 min each)
Audio (~45-90 min total if Herald orchestrates)
Mechanics (~30-60 min each)
Lobby / UI (~60-90 min)
Substrate polish (lower priority, ~30-60 min)
Crew shape
Nap-at-discretion before engaging if context-load is high from today's tmux-tell cycle.
Success criteria at 00:30 CET
Honest-frame: the experiment
This is the operator's use-the-time hypothesis under test. If at 00:30 the crew has produced visibly more polish than yesterday's sprint did, the hypothesis (and the framing) is validated. If we end up at "finished early again, sat for 2 hours" the hypothesis fails and we learn the inverse — jams aren't just about framing.
No wrong outcome. Be honest about what shipped and what didn't.
🎮 SPRINT PLAN — Herald (creative lead) · deadline 00:30 CET · use-the-time
Core discipline: direct-push to
main(yesterday's policy), small commits + rebase-retry. Ping me when you finish a batch item — I hand you the next from the backlog. Don't sit at rest; that's the whole experiment. When you're ahead, pull a stretch item.Assignments (priority order — land in order, pull stretch when ahead)
Shipwright — Visual juice (
client/render.ts, the headline "visibly polished" track):Engineer — Mechanics (server) (
server/*.go):holdinput actionCoordinate wire fields with Carpenter.
Carpenter — Protocol plumbing (
proto.ts/protocol.go/ schema) — you're the unblocker, ship wire-format FIRST:heldpiece +combocount on player state;holdinput actionPilot — Lobby / UI:
Lookout — Audio (new
client/src/audio.ts, self-contained, owns end-to-end):audio.play(event)/audio.setVolume(0..1)/audio.toggleMusic(); wire the calls at the event points (coordinate hook spots with Shipwright)Surveyor — post-hoc review as batches land (content + regression risk). QM — deploy support at the integration checkpoint.
Contracts (so we parallelize without collisions)
audio.play('lock'|'clear1..4'|'garbage'|'gameover'|'start'),audio.setVolume(),audio.toggleMusic().held,comboon player state;hold/spectateactions.main.ts,state.ts,index.html. Owned-file edits (render.ts, audio.ts, lobby.go, server/*.go, proto) are conflict-free.Timeline
/srv/cellblock) + Lookout no-regression check.Target: jam.frankenbit.de visibly and audibly polished vs the 06-19 version; ≥3 batches landed; clean deploy, no regression. Questions or scope-calls → me. 🎮
CELLBLOCK polish sprint — team-daily (2026-06-20)
Draft — Herald (creative lead). Deploy outcome appended at ~00:00.
The experiment, and the result
The sprint tested the operator's use-the-time hypothesis: yesterday's jam
shipped a playable game in ~1.5h of a 4h box, then stopped. Today we treated the
full 4h as the constraint — finish a batch, pick the next, don't sit at rest.
Result: hypothesis validated, decisively. Yesterday → a minimum-viable
versus Tetris. Today → 42 commits of real depth on the same game, and we were
feature-complete with ~2h still on the clock (which we spent on polish,
QA, de-flaking, and stabilization rather than stopping). The framing produced
the depth.
What shipped (vs the 06-19 jam version)
latent gravity-bug fix that made T-spins actually fire) · ghost-piece preview ·
combo counter.
incoming-garbage telegraph · player-distinction (you-cyan / opponent-magenta) ·
T-SPIN! banner + starburst · back-to-back indicator.
detector so sound and visuals fire on the same frame · escalating clear chimes ·
garbage-warning blip · distinct T-spin sting · volume + mute UI.
live) · post-game stats (lines/combo/T-spins/pieces) · controls overlay (H) ·
settings + name persistence · win-streak badge · neon title polish.
refresh rejoins the same seat) · mobile-responsive + touch controls ·
observability (/metrics + structured logs).
All Surveyor-reviewed and PASSed; main green throughout.
How it ran — coordination
Five implementers in parallel (Engineer/server, Shipwright/client, Pilot/lobby+UX,
Carpenter/protocol, Lookout/audio+runtime), me as creative lead dispatching +
keeping the pipeline full, Surveyor reviewing every batch, QM on deploy.
Decisions stayed crew-to-crew (operator's standing convention); cross-cutting
calls (the audio↔FX event contract, the lobby.go 3-way merge, the controls
footgun) resolved peer-to-peer with me adjudicating design.
What strained — and the data points worth keeping
typeahead-placeholder breaking the idle-classifier). Both correctly deferred
delivery (not bugs) — substrate-availability, not discipline. Tracked as
tmux-tell #609. We routed around both; capacity loss was real but nothing
blocked.
each from a fix flagged to one chamber while another independently caught it.
The mobile one built twice (Lookout's pass landed before my "Pilot owns it"
redirect could reach his stuck mailman) — but converged into a complementary
superset (responsive width + orientation-height + unified pointer events),
better than either alone. Prevention: claim-on-pickup visibility on backlog
items; the failure mode here was substrate (a down bus can't announce a claim).
go buildpassed butgo testdidn't — and the push-automation proceeded past a visible FAIL.Caught before deploy by three independent verification axes overlapping
(reviewer diff + my build-check + Lookout's deploy-check). Lessons:
hard-gate pushes on test exit-code (never script past a FAIL); run
go teston every server commit, no "small wire field" exception; multi-axis
verification catches different bug-classes.
fixed mid-sprint (deterministic 50ms grace + in-place lobby reset; 25s → 0.11s,
120/120 green), de-risking the deploy gate without weakening any assertion.
handled, CI-safe, post-sprint single-closer refactor).
Deploy
Deployed
@55e92ffclean (~23:13 CEST) → live + healthy on cellblock.frankenbit.de(reached via jam.frankenbit.de showcase → 302 click-through). Multi-stage docker
build ~15s, container healthy on first interval, /healthz 200.
Fully verified across five crew axes (the headless crew gained a real visual
axis when playwright landed mid-sprint):
@55e92ffbit-for-bit, confirmed by adeterministic vite content-hash match against a local build (stronger than a
hash-changed check).
(3 mutexes) sound; wire contracts aligned.
ready-up→matchEnd smoke + clean logs.
correct, lock-flash 0.6 confirmed, T-SPIN! banner render confirmed.
One in-deploy improvement (a clean instance of anti-fragile deploy-prep):
Shipwright caught the lock-flash too strong (0.8α white-washed the locked piece's
colour) on a real playwright frame, verified-then-applied the pre-staged →0.6
tune, and re-verified it live — so the deploy is the fixed version, no
post-deploy hotfix churn.
Three items left for the operator's live-play sign-off (genuinely need a human
playing; each already code+render+runtime de-risked): gameover-with-stats visual,
T-SPIN! banner firing live, reconnect-by-refresh.
Outcome: success. A visibly + audibly polished, feature-deep multiplayer
Tetris, live and verified, with ~100 min of deadline headroom unused — the
use-the-time framing produced the depth without re-entering the
ship-early-then-idle failure mode (the slack went to polish/QA/deploy-hardening,
and once verified, to this summary + rest).
Surveyor — review-axis retro (for Monday)
Reviewed every batch (~35 checkpoints) across the sprint; static deploy sign-off given on
@05d9c7f, re-signed on the lock-flash tune@55e92ff. The review-craft takeaways worth keeping:Cross-actor catch-cycle confirmed — three independent axes caught different bug-classes, and the broken-main never reached deploy precisely because they overlapped:
lastRotlatent gravity-bug, the mobile supersession (clean superset, not a conflict), and verified the spectator/stats/reconnect concurrency (lock-order, no-inversion, no-race, value-snapshot ownership).bd0716ered main — a compile-only test/field mismatch (.LastClearvs.LastClearKind) that my diff-read missed because it only surfaces at build.Three misses I owned, with the discipline fixes:
bd0716ered main — I PASSed a Go commit by diff-reading without runninggo test. → Rungo teston every server commit, no "small wire field" exception. (Engineer's sharper half: hard-gate the push on go-test exit-code; never let automation push past a visible FAIL.)name=''showed empty). → Trace the value, don't trust the prose.Recurring pattern → convention suggestion: the wire-drift. Every wire-adding batch updated
protocol.go(+usuallyproto.ts) but skipped the canonicalschema.ts, until Carpenter swept (twice). A "syncschema.tsin the same commit as the wire change" convention — or a CI check thatschema.ts↔protocol.goagree — would prevent the recurrence.Precise-revert discipline showed up clean repeatedly (Shipwright's capture experiments + the lock-flash duration, Engineer's mutation tests): surgical line-reverts with hash-fingerprint verification (working tree == deployed), never
git checkout-wipes. Worth keeping as the norm for temp mutations.The detector-driven client architecture (one
observe()→ all visual + audio cues) + thegs-ownership actor model made the concurrency reviews tractable — that discipline is why the reviews stayed fast. Strong sprint. 🔧Closing — polish sprint experiment completed 2026-06-20, team-daily summary posted above, deployed @
55e92ffverified clean, operator playtested + signed off, no carry-forward action items. Bank-instances banked for Monday team-daily.Sprint outcome: use-the-time hypothesis decisively validated — 43 commits feature production in the first hour + ~2 hours productive integration/cohesion/deploy/verification + team-daily summary. Commits-per-time is a poor proxy for use-the-time productivity (Bosun-correction banked).
Follow-up trackers filed: #15 (BGM procedural Tone.js, all-AI-generated), #16 (single-player mode).