2026-09-19 17:11:01
Anonymous:
Tenth review: the owner designs each room himself; the station starts empty
hold the flood/brief.md ..
@@ 87,6 87,8 @@
**Ninth review, 2026-09-17 (owner asked for "a full inventory of the implemented rooms", each explained in plain layman terms: what it is, why it is there, what it connects to, what is in it, what the player can do there, which enemies come, when and how many):** the inventory was read from the content file and the code, every fact checked a second time against the code, and published as a page for the owner (https://claude.ai/artifact/YE2xxDvC7nCt2eNqCqboC5). It describes the game as built, not this wiki. The check found faults. **Closed as implementation faults, fixed the same day:** (1) Yeva's rescue could not be started at all: her door and tank hatch belong to the ward, things in a room that is not drawn cannot be used, and the ward was only drawn once the astronaut stood inside it, which her shut door prevents (a regression from the first review's "only drawn rooms can be locked on"). Rule now: a room behind a shut door is drawn once the astronaut has stood in the room on the near side; this also lets the Safe Room door be reopened from the R-3 Approach on a later trip. (2) With board power on the shutter, one press of E at the rack gave the isolation bridge away with no bolts, no noise and no crowd. (3) Kills outside layout 1 never counted toward upgrade points. (4) After loading a save, tanks refilled to 4:00 instead of 5:00. (5) A locked hatch or grille still announced a woken crowd. (6) Ten hits of one tenth left the astronaut standing at "Health 0%". (7) Typing the letter j in a journal text box closed the journal. (8) The ward door could shut on an astronaut who stepped inside as Yeva left; it now stays open while anyone is inside. (9) In the Cable Junction the stairs to the Stair Lobby had been built over the grille lever and the visitors' writing; both were moved clear (the writing now sits above the crawl space) and the buried rail was removed. **Open, for the owner, listed on the page:** a failed rescue can never be repeated, because passing the tank and leaving the spare are once-only jobs while any turn-back uses both up; upgrades can never be earned, because one needs three points in a trip and no layout has more than two crowds; the layout changes only on death and the isolation bridge exists only in layout 1; the Service Gun kills everything in one shot, out-ranges every enemy's sight and shoots bodies in rooms not yet drawn; enemies ignore furniture, stairs, height, and the wall beside a doorway where two rooms touch; after a wall writing is photographed its crowd can never come out again; only one message fits on screen, so simultaneous messages are lost; journal predictions can never come true through the screen; Release Walk (R09) is in the files and in no layout; there is no sound and no ending.
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**Tenth review, 2026-09-19 (owner decision):** reading the rooms as built, the owner saw "a pattern of interactable that seem pointless" (why photograph the ward window, why care about the fault lamp, why work the bridge rack) and asked for the logic. The logic was the old opening's chain (power leak, isolation bridge, the ship then finds the ward behind the window, the rescue), of which the game had built the set-ups and none of the pay-offs; the window photograph had no use even on this wiki. Classified as a design mistake with an implementation mistake on top. The owner's ruling: "it seems like the best solution is for me to design each room manually", "let's start with an empty station and add the rooms as I design them", "I will write them here. you will transfer them both to code and the wiki." The rooms now live on [Rooms](/Hold%20The%20Flood/Rooms) as the owner's cards. The game's station was emptied the same day to a bare dock; the old rooms remain in the project only as the fixture the tests use to prove the building blocks (jobs, crowds, locks, the rescue, the journal). A save made for the old rooms is set aside under a dated name and a new game starts. With one layout, dying no longer moves the station. The two spare tanks in ship storage were removed with the rescue they were for.
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## Leading story draft — explicitly open to change
The owner is leaning toward this variation of the hospital direction: