Confirmed Game Prototype Test — Tactical Vertical Slice

Alignment date: 2026-06-15. Status: confirmed. The page is current for the completed alignment cycle; later research may amend it only by archiving this confirmed page and highlighting the amendment.

Confirmation Status

confirmedprototype tiercanonical artifact writtenrepo-only evidence

Canonical artifact: research/unthinkable/game-prototype-test.md. Previous review page archived at docs/history/archive/2026-06-15/193916/alignment/game-prototype-test-tactical-vertical-slice.html.

Approved route: directly to prototype implementation. No task-file mutation was made because the approved file-change gate limited this pass to the artifact, review page, and index update.

Table of Contents

  1. Approval Record
  2. Prototype Thesis
  3. Smallest Valid Scope
  4. Core Test Questions
  5. Playtest Script
  6. Observation Checklist
  7. Success Criteria
  8. Cut / Keep / Amplify
  9. Evidence Matrix
  10. Prototype Implementation Handoff

Approval Record

GateDecisionImpact
Scope / non-goalsApprove as proposedUse the fixed tactical vertical-slice scope without reopening the battle contract.
Evidence coverageApprove repo-only source coverageUse confirmed internal artifacts as the evidence base.
Assumptions / confidenceAccept all assumptions as the Stage-2 baselineAI, save/pause, deck x command-post legibility, and browser performance stay mandatory validation gates.
Coverage checkpointApprove the Stage-2 review formatUse the proposed sections: scope, questions, script, checklist, criteria, evidence, and file changes.
Artifact destinationApprove working and canonical pathsWrite research/unthinkable/game-prototype-test.md.
Proposed file changesApprove Stage-2 working packet, review page, and index updates onlyCanonical artifact, confirmed page, archive, and index only; no task file changes.
Post-approval routeRoute directly to prototype implementationNext work is a runnable tactical prototype, not another research step.
alignment_page: "alignment/game-prototype-test-tactical-vertical-slice.html"
response_status: "complete"
approval_status: "ready-for-agent-review"
required_gate_status: "complete"
unanswered_required_questions: []

Prototype Thesis

Omega War's first playable prototype should prove one claim: a browser-first tactical battle is fun and readable when a fixed division deck expresses identity, while command-post construction decides when that identity arrives.

FieldPrototype decision
ScenarioConquest of Helmstedt working title
ModeSingle-player tactical battle against baseline AI
Player / AIUK/Commonwealth 11th Armoured Division vs Soviet 2nd Guards Tank Army
MapOne Central Germany tactical map with village edge, road junction, tree lines, low ridges, and five capture points
Required systemsBand A/B/C exposure, one telegraphed wonder, pause/save/autosave/reload/restart, and perf logging

Smallest Valid Scope

Include

  • One fixed map with five capture points.
  • Open, light-cover, and heavy-cover states.
  • Normal, pressured, suppressed, and pinned infantry states.
  • Fixed UK and Soviet Band A/B/C deck fixtures.
  • Visible command-post surfaces that unlock bands and support categories.
  • Baseline AI capture, escalation, defense, and retreat behavior.
  • Pause, manual save, visibility autosave, reload, and restart.

Exclude

  • Campaign map, formation tokens, auto-resolve, and strategic persistence.
  • Full deck builder or all playable divisions.
  • Final combat balance, card counts, prices, cooldowns, and trait magnitudes.
  • Production art, audio, VFX, cinematic intro, and final UI styling.
  • Multiplayer, matchmaking, network determinism, and cloud saves.

Core Test Questions

QuestionMeasurementFailure signal
Is the tactical fight readable and fun at company scale?Player uses cover, reacts to suppression, contests capture points, and explains outcomes.Combat reads as visual noise or unexplained attrition.
Does command-post escalation make the deck feel authored?Player recalls what unlocked Band B/C and why build order mattered.Bands feel like a hidden timer or the base feels like busywork.
Does AI create pressure without feeling unfair?AI captures, contests, escalates, defends, preserves units, and uses prerequisites honestly.AI is irrelevant, one-lane predictable, or opaque and unfair.
Does the session survive browser reality?Pause/save/autosave/reload preserve exact tactical state.Reload corrupts command posts, captures, resources, entities, or cooldowns.
Is replay desire present before campaign context?Player wants to retry a build order or counter the AI differently.Player says the battle is flat or only worth playing with campaign rewards.
Does the browser unit ceiling hold?Perf log captures frame time, entity count, and worst spikes during Band C pressure.Responsiveness collapses or the entity ceiling stops feeling company-scale.

Playtest Script

Use one observer/moderator and one player. Explain only the scenario objective: capture territory, build command posts, escalate the force, and win the battle. Do not explain the hidden design hypothesis unless the player is blocked.

StagePlayer taskModerator observes
OpeningDeploy Band A, scout, capture nearest points, find cover.Can the player read cover, suppression, capture ownership, and resources?
First escalationChoose and build an early command-post surface.Does the player see a deck/band unlock rather than generic base clutter?
Mid fightUse Band B units to contest center and answer the AI.Does Band B feel like authored identity arriving through player decision?
AI pressureLet the AI attack, contest, and escalate.Is pressure readable, fair, and recoverable?
Save drillPause, save, reload, and resume; trigger visibility autosave if practical.Is restored state faithful?
Late escalationComplete Advance Command Post and trigger or counter one wonder.Does the event feel earned, telegraphed, and answerable?
FinishPlay to win/loss or hard stop at 25 minutes.Does the session resolve cleanly and create replay intent?

Post-Session Interview

  1. What were you trying to do in the first five minutes?
  2. What did building command posts change for your army?
  3. When did you feel in control? When did you feel lost?
  4. Which unit or card felt most like your division?
  5. Did the AI pressure feel fair, too weak, or unfair?
  6. What did the save/reload interruption do to your confidence in the session?
  7. Would you replay this scenario to try a different build order or preserve units better?
  8. What one thing should be cut, kept, or amplified before adding campaign context?

Observation Checklist

Tactical Readability

  • Moves infantry into cover without prompting.
  • Notices suppression or pinning and changes behavior.
  • Can explain at least one unit loss or survival.

Deck x Command Post

  • Notices Band A/B/C availability changes.
  • Makes an intentional escalation tradeoff.
  • Recognizes an AI escalation cue.

AI Pressure

  • Captures nearby points.
  • Contests center.
  • Builds Band B and Band C paths.
  • Defends damaged command posts.

Browser Resilience

  • Pause stops simulation.
  • Manual save restores exact state.
  • Visibility autosave does not corrupt state.
  • Late battle remains responsive.

Success Criteria

LevelCriteria
PassMost players finish or nearly finish in 15-25 minutes; explain cover, suppression, and capture; understand command-post band unlocks; express replay intent; do not call AI unfair or irrelevant; save/reload succeeds; browser responsiveness holds.
ConcernPlayers like combat but ignore escalation; understand bands only after explanation; AI works in one lane but collapses elsewhere; save works but players distrust it; performance works only below company-scale feel.
FailPlayers cannot explain unit outcomes; command-post escalation reads as timer or busywork; AI is steamrolled or unfair; save/reload corrupts state; campaign rewards are the only stated reason to keep playing.

Cut / Keep / Amplify

OutcomeDecision
Combat readable, command-post loop readable, replay intent presentKeep the fused deck x command-post loop and harden implementation.
Combat readable, command-post loop confusingAmplify unlock telegraphs, command-post UI, build-order contrast, and enemy escalation tells.
Command-post loop understood, combat unclearAmplify cover/suppression feedback, unit states, damage causality, and capture signposting.
AI weak but loop readableKeep scope and prioritize AI capture, escalation, and retreat fixes before campaign work.
AI unfair or opaqueCut hidden advantages; add telegraphs and prerequisite visibility.
Save/reload unreliableCut further feature work until state restoration is fixed.
Browser performance failsCut entity ceiling, visual fidelity, or simulation frequency first; consider wrapper only after web optimization.
Replay desire absentReopen core-loop and fantasy assumptions before expanding campaign design.

Evidence Matrix

ClaimEvidenceInferenceConfidenceDecision impact
Center deck x command-post escalation.tactical-vertical-slice-spec.md; game-genre-map.md.The fusion is the riskiest fun question.HighMake command-post comprehension a primary gate.
AI quality is a slice gate.game-audience.md; game-genre-map.md.A sandbox without AI pressure cannot validate the audience promise.HighInclude baseline AI in smallest valid scope.
Save/pause cannot be deferred.Audience and genre-map comparable complaints; browser interruption risk.Interruption recovery is part of browser-first viability.HighRequire save/reload drill in every session.
Campaign systems stay out.game-genre-map.md; game-fantasy.md; tactical spec.Campaign rewards would mask whether the battle works alone.HighExclude campaign map and persistence economy.
Fixture values remain provisional.unit-data-schema.md.Shape can be validated without freezing balance.HighKeep numeric tuning non-binding.
Browser performance is a go/no-go unknown.game-genre-map.md; game-audience.md.Need concrete measurement before platform commitment.Medium-highLog responsiveness and entity ceiling during late battle.

Prototype Implementation Handoff

The approved route is direct prototype implementation. Begin with the smallest vertical thread that can run the playtest script:

  1. Map shell with capture points, cover volumes, deployment zones, and camera.
  2. Unit runtime from provisional card fixtures: movement, basic weapons, health, suppression, and capture.
  3. Command-post unlock chain for Band A/B/C and support surfaces.
  4. Baseline AI capture/escalation loop.
  5. Save/pause/reload state contract.
  6. Local observation/performance log.
  7. Moderator-ready playtest build and reset controls.
Do not add campaign systems, full deck construction, or extra factions before the above path can complete a 15-25 minute session.