Graphlings.net By Matthew Valancy
System Diagnostics
LIVE
Git: f83c036 Date: -- Time: --
What This Dashboard Shows

This dashboard displays automated test results for the Graphlings game. Tests validate UI interactions, creature AI behavior, audio generation, gamepad support, and rendering performance. Data is collected from Playwright end-to-end tests and behavior analytics sessions.

graph LR
subgraph TestSuite[Test Pipeline]
A[Playwright E2E] --> B[UI Validation]
A --> C[AI Behavior]
A --> D[Performance]
A --> E[Accessibility]
A --> F2[Mini-Games]
A --> F3[Aliveness]
U[Vitest Unit Tests] --> F4[700+ Unit Tests]
end
subgraph Reports[Reports Dashboard]
F[JSON Reports]
G[This Page]
end
B --> F
C --> F
D --> F
E --> F
F2 --> F
F3 --> F
F4 --> F
F --> G
System Health
Nominal
32
Test Files?
72%
Goal Diversity?
37%
Jitter Score?
5
Categories?
Test Distribution
Test Files ?
1048 tests
What These Tests Verify
SpaceSynth generates audio without errors
Mood changes affect audio output measurably
Audio controls respond correctly to user input
Play/pause transitions are smooth
Audio context resumes after interruption
Audio System Architecture
graph TB
subgraph SpaceSynth[SpaceSynth Engine]
A[Mood Selection] --> B[Frequency Generator]
B --> C[Bass: Low Drones]
B --> D[Melody: Arpeggios]
B --> E[Pads: Atmosphere]
C --> F[Audio Mixer]
D --> F
E --> F
F --> G[WebAudio Output]
end
subgraph MoodTypes[Available Moods]
H[Peaceful - Calm]
I[Mysterious - Eerie]
J[Tense - Suspense]
K[Exciting - Energy]
end
H --> A
I --> A
J --> A
K --> A
SpaceSynth Controls
Stopped
35%
0.50
80
Mood Selection
Peaceful
Mood RMS Spectrum
What These Tests Verify
Controller input is detected and mapped correctly
UI focus moves logically between interactive elements
Buttons trigger the expected actions (select, back, tab switch)
No UI dead-ends where user gets stuck without exit path
Settings and modals are fully navigable without keyboard/mouse
Test Coverage Map
graph TB
subgraph InputLayer[Controller Input]
A[Gamepad API] --> B[Button Events]
A --> C[Stick Movement]
end
subgraph Navigation[UI Navigation]
B --> D[D-Pad: Menu Nav]
B --> E[A Button: Select]
B --> F[B Button: Back]
C --> G[Left Stick: Cursor]
end
subgraph GameControls[Gameplay]
C --> H[Camera Rotation]
B --> I[Action Triggers]
end
subgraph Verified[Tests Verify]
J[All buttons work]
K[Focus is visible]
L[No stuck states]
end
D --> J
E --> K
F --> L
2
Test Files
Focus
Navigation
Modal
Interaction
Exit
Paths
Gamepad Test Files
2 files
What These Tests Verify
AI state machine transitions are valid and smooth
Goal selection shows healthy diversity across population
Spatial coverage - creatures explore the full world
Animation quality - low jitter, smooth movement
Personality traits influence creature behavior
Creature State Machine
flowchart LR
subgraph Core[Core Loop]
Idle((Idle)) --> |has goal| Drift[Drifting]
Drift --> |arrived| Scan[Scanning]
Scan --> |found interest| Think[Thinking]
Think --> |new goal| Drift
end
subgraph Social[Social]
Think --> |found friend| Talk[Talking]
Talk --> Play[Playing]
Play --> |task done| Celebrate[Celebrating]
Celebrate --> Idle
end
subgraph Needs[Needs]
Play --> |energy low| Rest[Resting]
Rest --> |rested| Sleep[Sleeping]
Sleep --> |wake| Idle
Think --> |has task| Work[Working]
Work --> |complete| Celebrate
end
subgraph React[Reactions]
Idle --> |event detected| Alert[Alert]
Alert --> |curious| Drift
Alert --> |startled| Fear[Fearful]
Fear --> |friend nearby| Comfort[Comforted]
Comfort --> Idle
end
subgraph SubLevel[Sub-Levels]
Drift --> |travel_sublevel| Portal[Node Portal]
Portal --> MiniGame[Mini-Game]
MiniGame --> |rewards| Idle
end
5
Active Creatures
72%
Goal Diversity
7%
World Coverage
37%
Movement Jitter
Behavior States
6 States
Goal Distribution
15 Goals
Creature Roster
5 Graphlings
Position Health
Healthy
12
Anomalies
11.1
Max Distance
Safe
Navigation
120s
Observed
Out of bounds: 12
Behavior Test Files
13
What These Tests Measure
Frame rate distribution across gameplay scenarios
Percentile analysis to identify stuttering
Memory usage growth over session duration
Frame time percentiles for smoothness validation
Rendering Pipeline
graph TB
subgraph RenderPipe[Three.js Render Pipeline]
A[Scene Graph] --> B[Frustum Culling]
B --> C[Draw Call Batching]
C --> D[WebGL Render]
D --> E[Post Processing]
E --> F[Canvas Output]
end
subgraph Metrics[Performance Metrics]
G[FPS: 60 target]
H[Memory: No leaks]
I[Quality: Auto-tier]
end
F --> G
D --> H
G --> I
35.9
Mean FPS
36
Median FPS
28.08ms
Frame Time
30-43
FPS Range
8 cores 8GB RAM ANGLE (Intel, Mesa Intel(R) Iris(R) Xe Graphics (TGL GT2), O
FPS Distribution
Real Data
FPS Over Time
FPS by Phase
Landing
33.5 FPS
Watch
-- FPS
Performance Percentiles
5th %ile
32 FPS
Median
36 FPS
95th %ile
40 FPS
Frame P95
31.7ms
Element Performance Profile
Can everyone play?
Mouse, keyboard, touch, and gamepad — every child deserves access to wonder
graph TB
subgraph InputLayer[Input Methods]
M[Mouse and Touch]
K[Keyboard]
G[Gamepad]
end
subgraph UILayer[UI Navigation System]
F[Focus Management]
N[Navigation Graph]
R[Reachability Check]
end
subgraph Output[Accessibility Validation]
V[Visual Tests]
I[Input Coverage]
A[ARIA and Labels]
end
M --> F
K --> F
G --> N
F --> R
N --> R
R --> V
R --> I
R --> A
96%
Mouse Access
76%
Keyboard Access
30%
Gamepad Access
F
Overall Grade
Visual Accessibility Issues
328 issues
152
Tiny Text (<12px)
6
Low Contrast
37
Missing Focus Indicators
62
Small Touch Targets
Input Method Accessibility
Mouse
96%
Keyboard
76%
Gamepad
30%
Accessibility Tests
0 passed
Focus indicators visible on interactive elements
Touch targets meet 44x44px minimum
Color contrast meets WCAG AA (4.5:1)
Keyboard navigation functions correctly

Data Source: Accessibility data is loaded from tests/reports/accessibility-latest.json and tests/reports/visual-accessibility-latest.json. Run ./test.sh a11y to update.

❤️
Are the creatures alive?
Skeptical validation of animation, emotion, and behavioral systems
Creature Aliveness Validation Pipeline
graph TB
subgraph Observation[5-Minute Observation Window]
A[Launch Scene] --> B[Spawn Creatures]
B --> C[Observe for 5 min]
C --> D[Collect Snapshots]
end
subgraph Validators[29 Validators]
direction LR
V1[Goal System]
V2[Emotion System]
V3[Social System]
V4[Animation]
V5[Personality]
end
subgraph GoalChecks[Goal Validators]
G1[Goal Diversity]
G2[Goal Commitment]
G3[Success Reactions]
G4[Failure Reactions]
G5[Personality Correlation]
end
subgraph EmotionChecks[Emotion Validators]
E1[Emotion Dynamics]
E2[Celebration Contagion]
E3[Mood Transitions]
E4[Day-Night Behavior]
end
subgraph SocialChecks[Social Validators]
S1[Friendship Growth]
S2[Conversation Lingering]
S3[Social Proximity]
S4[Whale Greeting]
end
subgraph AnimChecks[Animation Validators]
AN1[Idle Micro-Behaviors]
AN2[Animation Smoothness]
AN3[Individual Signatures]
AN4[Environmental Gaze]
end
subgraph Output[Report]
R1[128 Checks]
R2[Health Score]
R3[Alerts]
R4[JSON Report]
end
D --> Validators
V1 --> GoalChecks
V2 --> EmotionChecks
V3 --> SocialChecks
V4 --> AnimChecks
GoalChecks --> R1
EmotionChecks --> R1
SocialChecks --> R1
AnimChecks --> R1
R1 --> R2
R1 --> R3
R2 --> R4
94%
Overall Health
26/29
Features Alive
0
Alerts
100%
Diversity
Observation Session
2/10/2026, 6:09:04 AM
Duration: 5m 0s Samples: 902 Creatures: 5 Checks: 121/128
💨
🎯
🌐
⚙️
🧠
💬
🤝
💞
🏠
🌟
🎬
🎉
🐳
🐋
👁️
💃
🎠
📊
🌅
🌙
🟢
🗺️
🎨
📊
🔀
🌱
📈
🧠
💨🎯🌐⚙️🧠💬🤝💞🏠🌟🎬🎉🐳🐋👁️💃🎠📊🌅🌙🟢🗺️🎨📊🔀🌱📈🧠
ALIVEGoal Success Reactions4/5 checks
80%
Success Transitions Occur2 goal completions detected
Reactions Fire On Success1/2 had reaction animation
Multiple Creatures React1/5 creatures showed reactions
Energetic Creatures Bounce1 bounce reactions from energetic creatures
Reaction Scale MeaningfulScale changes > 3% detected
success transitions 2
reactions detected 1
bounce detected 1
Evidence — 3 events
[goal_success]SolaraCompleted explore (work: 4.6/4.9)
[goal_success]AzureCompleted visit_whale (work: 3.3/3.5)
[reaction_anim]AzurereactionTarget=1.091 (scale pop)
💨ALIVEGoal Failure Reactions5/5 checks
100%
Goal Changes Detected76 goal changes: 5 abandonments + 71 reevaluations
Shrink On Failure5/5 abandonments had shrink animation
Frustration Increases5/5 abandonments showed frustration increase
Distinct From SuccessSuccess scales up (>1.03), failure scales down (<0.93) - structurally distinct
No Nan ValuesNo NaN values in reaction targets
true abandonments 5
goal reevaluations 71
shrink reactions 5
frustration spikes 5
total goal changes 76
Evidence — 10 events
[goal_failure]SolaraAbandoned seek_comfort at 0% (frustration: 0.00→0.15)
[shrink_reaction]SolarareactionTarget=0.911 (deflate)
[goal_failure]SolaraAbandoned play_chase at 0% (frustration: 0.06→0.21)
[shrink_reaction]SolarareactionTarget=0.891 (deflate)
[goal_failure]AzureAbandoned visit_friend at 0% (frustration: 0.02→0.17)
[shrink_reaction]AzurereactionTarget=0.891 (deflate)
[goal_failure]IvyAbandoned visit_friend at 0% (frustration: 0.07→0.22)
[shrink_reaction]IvyreactionTarget=0.925 (deflate)
[goal_failure]IvyAbandoned help_friend at 0% (frustration: 0.00→0.15)
[shrink_reaction]IvyreactionTarget=0.902 (deflate)
🎯ALIVEGoal Commitment4/4 checks
100%
Goals Occur85 goals started across all creatures
Minimum CommitmentLong (>=4s): 72, Short (<2s): 3
Average Duration HealthyAverage goal duration: 11.2s
No Flip FloppingNo flip-flopping detected
goal starts 85
short goals 3
long goals 72
avg duration 11.194
flip flops 0
🌐ALIVEGoal Diversity5/5 checks
100%
Multiple Goal Types Used13 unique goal types used (need >=5)
No Single Goal DominatesDominant goal "go_home" at 33% (need <50%)
Creatures Use Varied GoalsAvg 8.6 goal types per creature
Not Mostly Idle5.3% time with no goal (need <70%)
Social Goals PresentSocial goals: visit_friend, help_friend, play_chase
unique goals 13
dominant goal pct 33
goal types per creature 8.600
none goal pct 5.300
Evidence — 6 events
[goal_distribution]visit_friend:297, seek_comfort:110, tend_node:578, play_chase:171, go_home:1487, visit_whale:433, greet_observer:86, explore:171, follow_jellyfish:236, find_food:282, help_friend:275, watch_event:17, visit_node:127
[creature_goals]SolaraUses 9 goal types: visit_friend, seek_comfort, play_chase, greet_observer, explore, visit_whale, watch_event, tend_node, go_home
[creature_goals]NyxUses 10 goal types: seek_comfort, visit_whale, follow_jellyfish, help_friend, find_food, tend_node, play_chase, go_home, watch_event, visit_friend
[creature_goals]RosieUses 8 goal types: tend_node, greet_observer, follow_jellyfish, visit_friend, go_home, visit_node, play_chase, find_food
[creature_goals]AzureUses 8 goal types: play_chase, go_home, explore, visit_friend, find_food, help_friend, visit_whale, follow_jellyfish
[creature_goals]IvyUses 8 goal types: visit_friend, tend_node, find_food, go_home, visit_node, follow_jellyfish, help_friend, visit_whale
⚙️ALIVEGoal Execution Quality4/5 checks
80%
Goals Start21 goals started
Goals Complete1 goals completed successfully
Arrivals Detected5 goal arrivals detected
Work Timers Progress62 work-in-progress samples seen
Reasonable Completion Rate4.8% completion rate
goals started 21
goals completed 1
arrivals 5
work progress seen 62
completion rate 4.800
Evidence — 1 event
[goal_completed]AzureCompleted visit_whale (96%)
🧠DROWSYGoal-Personality Correlation3/4 checks
75%
Curiosity Drives ExplorationCuriosity↔Explore correlation: -0.055
Sociability Drives SocialSociability↔Social correlation: -0.615
Playfulness Drives PlayPlayfulness↔Play correlation: 0.151
Personality Not IgnoredAverage trait↔goal correlation: -0.173
curiosity explore corr -0.055
sociability visit corr -0.615
playfulness play corr 0.151
dreaminess follow corr 0.600
energy rest corr 0
Evidence — 5 events
[personality_goal]Solaracur=0.7 soc=0.9 play=0.8 → go_home:50%, visit_whale:10%, explore:10%
[personality_goal]Nyxcur=0.7 soc=0.6 play=0.4 → visit_whale:22%, help_friend:15%, tend_node:13%
[personality_goal]Rosiecur=0.5 soc=0.4 play=0.4 → go_home:29%, tend_node:25%, follow_jellyfish:15%
[personality_goal]Azurecur=0.4 soc=0.9 play=0.3 → go_home:53%, visit_whale:12%, explore:10%
[personality_goal]Ivycur=0.1 soc=0.3 play=0.3 → go_home:33%, tend_node:22%, help_friend:13%
💬ALIVEPost-Conversation Lingering4/4 checks
100%
Conversation Activity Detected3 via API + 14 social state transitions
Lingering After Conversation17 participants lingered after conversation
Cooldown Set After Chat13 creatures had goalCooldown set post-conversation
Attention Held On Partner14 creatures stayed near partner
conversations ended 3
lingering detected 17
cooldown set 13
attention held 14
social states seen 14
Evidence — 22 events
[conversation_end]Conversation ended between Solara and Nyx
[conversation_end]Conversation ended between Solara and Ivy
[conversation_end]Conversation ended between Azure and Solara
[post_social_cooldown]SolaraLeft talking state with goalCooldown=-11.3s
[post_social_linger]SolaraSolara lingered after talking (wanderTimer > 0.5s)
[post_social_cooldown]NyxLeft talking state with goalCooldown=0.8s
[post_social_linger]NyxNyx lingered after talking (wanderTimer > 0.5s)
[post_social_cooldown]SolaraLeft talking state with goalCooldown=0.4s
[post_social_linger]SolaraSolara lingered after talking (wanderTimer > 0.5s)
[post_social_cooldown]NyxLeft talking state with goalCooldown=0.3s
[post_social_linger]NyxNyx lingered after talking (wanderTimer > 0.5s)
[post_social_linger]SolaraSolara lingered after talking (wanderTimer > 0.5s)
[post_social_cooldown]IvyLeft talking state with goalCooldown=-8.6s
[post_social_linger]IvyIvy lingered after talking (wanderTimer > 0.5s)
[post_social_cooldown]SolaraLeft talking state with goalCooldown=-8.4s
[post_social_linger]SolaraSolara lingered after talking (wanderTimer > 0.5s)
[post_social_linger]AzureAzure lingered after talking (wanderTimer > 0.5s)
[post_social_cooldown]SolaraLeft talking state with goalCooldown=3.2s
[post_social_linger]SolaraSolara lingered after talking (wanderTimer > 0.5s)
[post_social_linger]AzureAzure lingered after talking (wanderTimer > 0.5s)
[post_social_cooldown]SolaraLeft talking state with goalCooldown=3.2s
[post_social_linger]SolaraSolara lingered after talking (wanderTimer > 0.5s)
🤝ALIVEFriendship & Social4/4 checks
100%
Social Activity Detected3 conversations + 184 social state samples (talking, listening)
Friendships Evolve25 friendship value changes
Social States UsedSocial states seen: talking, listening
Social DiversityFriendship changes: 25, Conversations: 3, States: talking, listening
conversation count 3
friendship changes 25
social states 184
Evidence — 3 events
[conversation_start]Conversation between creature 0 and 1
[conversation_start]Conversation between creature 0 and 4
[conversation_start]Conversation between creature 3 and 0
💞ALIVEFriendship Growth5/5 checks
100%
Friendships Not Static10/10 pairs showed friendship change
Conversation Builds Friendship3 friendship boosts from conversations
Play Builds Friendship0 friendship boosts from playing together
Friendships Are Mutual10 pairs grew mutually
Solara Nyx BondSolara↔Nyx friendship: 1.00 (expected >0.6 as best friends)
total friendship pairs 10
pairs with growth 10
conversation boosts 3
play boosts 0
help boosts 0
max growth 0.290
solara nyx friendship 1
mutual pairs 10
Evidence — 8 events
[conversation_boost]Solara↔Nyx: 0.85→0.89 (+0.040) after conversation
[conversation_boost]Solara↔Ivy: 0.41→0.45 (+0.040) after conversation
[conversation_boost]Azure↔Solara: 0.41→0.45 (+0.040) after conversation
[friendship_change]Solara↔Azure: 0.13→0.42 (+0.290)
[friendship_change]Azure↔Ivy: 0.14→0.40 (+0.260)
[friendship_change]Nyx↔Azure: 0.12→0.34 (+0.220)
[friendship_change]Solara↔Rosie: 0.22→0.44 (+0.220)
[friendship_change]Solara↔Ivy: 0.23→0.45 (+0.220)
🏠ALIVESocial Proximity4/4 checks
100%
Friends Closer Than StrangersFriends avg: 2.94, Strangers avg: 6.23
Negative Proximity CorrelationFriendship↔Distance correlation: -0.384 (expect < 0.3; negative = friends stay closer)
Drift Toward Friends8 proximity drift events detected
Group Clustering Occurs40 cluster events (3+ creatures within 2 units)
avg friend distance 2.945
avg stranger distance 6.229
proximity correlation -0.384
drift events 8
cluster events 40
Evidence — 6 events
[proximity_drift]SolaraSolara drifted toward Nyx (friendship: 0.85, dist: 6.0→5.7)
[proximity_drift]NyxNyx drifted toward Solara (friendship: 0.85, dist: 6.0→5.7)
[proximity_drift]IvyIvy drifted toward Rosie (friendship: 0.40, dist: 4.2→4.0)
[proximity_drift]SolaraSolara drifted toward Rosie (friendship: 0.40, dist: 0.8→0.6)
[proximity_drift]SolaraSolara drifted toward Ivy (friendship: 0.41, dist: 3.3→3.1)
[proximity_summary]Avg friend distance: 2.945, Avg stranger distance: 6.229, Correlation: -0.384
🌟ALIVEIdle Micro-Behaviors5/5 checks
100%
Idle Samples Collected798 idle creature-samples collected
Reaction Micro Changes90 micro-changes in reactionTarget during idle
Body Offset Variations57 body offset changes during idle
Stretch Animations Occur23 stretch animations triggered
Multiple Creatures Show Micro5/5 creatures showed idle micro-behaviors
idle samples 798
reaction variations 90
body offset variations 57
scan variations 80
stretches detected 23
Evidence — 23 events
[stretch_start]AzureStretch animation started (idleTime: 1.6s)
[stretch_start]IvyStretch animation started (idleTime: 1.6s)
[stretch_start]NyxStretch animation started (idleTime: 1.6s)
[stretch_start]SolaraStretch animation started (idleTime: 1.6s)
[stretch_start]AzureStretch animation started (idleTime: 1.6s)
[stretch_start]SolaraStretch animation started (idleTime: 1.7s)
[stretch_start]RosieStretch animation started (idleTime: 1.6s)
[stretch_start]NyxStretch animation started (idleTime: 1.8s)
[stretch_start]SolaraStretch animation started (idleTime: 1.6s)
[stretch_start]SolaraStretch animation started (idleTime: 1.8s)
[stretch_start]IvyStretch animation started (idleTime: 1.5s)
[stretch_start]AzureStretch animation started (idleTime: 1.6s)
[stretch_start]AzureStretch animation started (idleTime: 1.7s)
[stretch_start]RosieStretch animation started (idleTime: 1.6s)
[stretch_start]SolaraStretch animation started (idleTime: 1.5s)
[stretch_start]IvyStretch animation started (idleTime: 1.6s)
[stretch_start]IvyStretch animation started (idleTime: 1.6s)
[stretch_start]NyxStretch animation started (idleTime: 1.6s)
[stretch_start]RosieStretch animation started (idleTime: 1.7s)
[stretch_start]IvyStretch animation started (idleTime: 1.6s)
[stretch_start]RosieStretch animation started (idleTime: 1.8s)
[stretch_start]NyxStretch animation started (idleTime: 1.6s)
[stretch_start]IvyStretch animation started (idleTime: 1.6s)
🎬ALIVEAnimation Smoothness4/4 checks
100%
No Teleporting0 position teleports (>2 units/250ms)
No Scale Jitter0 scale jitters (>0.5 delta)
Smooth MovementAvg movement per sample: 0.0277 units
Max Jump ReasonableMax single-frame jump: 0.221 units
position jitters 0
scale jitters 0
total samples 4410
avg position delta 0.028
max position jump 0.221
🎉ALIVECelebration & Contagion4/4 checks
100%
Celebrations Occur18 celebrations started
Contagion Spreads1 creatures joined via contagion
Multiple Creatures Celebrate5 unique creatures celebrated
Group CelebrationsMax 4 creatures celebrating simultaneously
celebration starts 18
celebration joins 1
celebrating creatures 5
max simultaneous 4
friendship boosts 68
Evidence — 19 events
[celebration_start]NyxStarted celebrating
[celebration_start]IvyStarted celebrating
[celebration_start]SolaraStarted celebrating
[celebration_start]IvyStarted celebrating
[celebration_join]RosieJoined ongoing celebration (contagion)
[celebration_start]SolaraStarted celebrating
[celebration_start]NyxStarted celebrating
[celebration_start]AzureStarted celebrating
[celebration_start]IvyStarted celebrating
[celebration_start]NyxStarted celebrating
[celebration_start]AzureStarted celebrating
[celebration_start]IvyStarted celebrating
[celebration_start]SolaraStarted celebrating
[celebration_start]NyxStarted celebrating
[celebration_start]AzureStarted celebrating
[celebration_start]IvyStarted celebrating
[celebration_start]SolaraStarted celebrating
[celebration_start]NyxStarted celebrating
[celebration_start]AzureStarted celebrating
🐳ALIVEWhale Greeting5/5 checks
100%
Player Watching DetectedPlayer watching mode detected
Greeter SelectedGreeter selected at sample 0 (idx: 0)
Greeting CompletedGreeting completed in 34.5s
Whale Welcomed PlayerWhale welcomed player at sample 0
Greet Observer Goal UsedCreature used greet_observer goal
greeting phase reached 3
whale welcomed 1
creature greeted 1
greeting time ms 34484
greeter was solara 1
Evidence — 3 events
[greeter_selected]SolaraGreeting phase reached 1 (greeter idx: 0)
[whale_welcome]Whale has welcomed player (bubbleType: thought)
[greeting_complete]Greeting phase reached 3 (hasBeenGreeted: true)
🐋ALIVEWhale State Machine5/5 checks
100%
Whale Has Multiple States6 unique whale states: thinking, cruising, watching, patrolling, guarding, resting
Whale Transitions Naturally56 state transitions observed
Whale Not StuckAvg state duration: 4s
Whale Shows Thoughts257 samples with thought bubble visible
Whale Moves AroundTotal whale movement: 17.84 units
unique states 6
state transitions 56
avg state duration 4
thought bubbles 257
patrol movement 17.840
Evidence — 10 events
[whale_transition]thinking → cruising
[whale_transition]cruising → watching
[whale_transition]watching → cruising
[whale_transition]cruising → thinking
[whale_transition]thinking → cruising
[whale_transition]cruising → patrolling
[whale_transition]patrolling → thinking
[whale_transition]thinking → cruising
[whale_transition]cruising → watching
[whale_transition]watching → cruising
👁️ALIVEWhale World Awareness4/4 checks
100%
Tracks Node HealthAvg node health: 0.57
Health Updates Dynamically49 health value changes detected
Has Memories5 whale memories recorded
Has Relationships0 creature relationships tracked
awareness updates 49
node health tracked 49
creature monitoring 0
memory count 5
relationship count 0
Evidence — 2 events
[whale_awareness]avgHealth=0.57, sickest=14, scared=0, lonely=0
[whale_memories]5 memories: saw_comet, saw_comet, saw_comet, saw_comet, saw_comet
💃ALIVEPersonality-Driven Idle Movement5/5 checks
100%
Enough Idle Data5 creatures had enough idle data for analysis
Position Variance NonzeroMax X variance: 4.6774, Max Z: 2.6994
Angle Variance NonzeroMax angle variance: 40.0820
Creatures Move DifferentlyMovement variety ratio: 5.2x (higher = more personality-driven differences). Correlations: dreamy→X=0.55, playful→Z=1.00, curious→angle=-0.28
Creatures Not Frozen5/5 creatures show idle movement
creatures analyzed 5
dreamy x correlation 0.548
playful z correlation 0.999
curious angle correlation -0.282
movement variety ratio 5.250
Evidence — 5 events
[idle_variance]RosiexVar=0.8063 zVar=0.7755 angleVar=7.8361 | dreamy=0.85 playful=0.38 curious=0.47 (91 idle samples)
[idle_variance]NyxxVar=4.6774 zVar=0.9530 angleVar=4.3576 | dreamy=0.90 playful=0.40 curious=0.70 (104 idle samples)
[idle_variance]IvyxVar=0.9565 zVar=0.3081 angleVar=6.7680 | dreamy=0.69 playful=0.29 curious=0.12 (143 idle samples)
[idle_variance]SolaraxVar=0.6966 zVar=2.6994 angleVar=4.5522 | dreamy=0.35 playful=0.75 curious=0.65 (317 idle samples)
[idle_variance]AzurexVar=1.0563 zVar=0.5698 angleVar=40.0820 | dreamy=0.28 playful=0.32 curious=0.37 (143 idle samples)
🎠ALIVEPersonality Expression4/4 checks
100%
All Creatures Profiled5/5 creatures profiled
Energy Affects Activity1 high-energy creatures are active
Sociability Affects Social2 highly social creatures are socializing
Creatures Not All IdenticalCreatures show different behavioral profiles
creatures profiled 5
high energy active 1
high sociability social 2
high dreaminess thoughtful 0
personality influence score 2
Evidence — 5 events
[personality_profile]Solara[E=0.8 S=0.9 C=0.7 D=0.3 P=0.8] active=39% social=19% rest=0%
[personality_profile]Nyx[E=0.5 S=0.6 C=0.7 D=0.9 P=0.4] active=73% social=16% rest=0%
[personality_profile]Rosie[E=0.1 S=0.4 C=0.5 D=0.8 P=0.4] active=93% social=2% rest=0%
[personality_profile]Azure[E=0.6 S=0.9 C=0.4 D=0.3 P=0.3] active=70% social=14% rest=1%
[personality_profile]Ivy[E=0.6 S=0.3 C=0.1 D=0.7 P=0.3] active=69% social=16% rest=0%
📊ALIVEIndividual Signatures4/4 checks
100%
Nonzero State EntropyAvg state entropy: 1.857 (higher = more diverse states)
Nonzero Goal EntropyAvg goal entropy: 2.726 (higher = more diverse goals)
Creatures Differ From Each OtherSignature variance: 0.2112 (>0 = creatures differ)
No Robot CreaturesAll creatures show varied behavior
unique signatures 0
avg goal entropy 2.726
avg state entropy 1.857
signature diversity 0.211
Evidence — 5 events
[individual_signature]SolaraState entropy: 2.43, Goal entropy: 2.56, Top: walking:34%, idle:32%, celebrating:10%
[individual_signature]NyxState entropy: 2.01, Goal entropy: 3.22, Top: walking:60%, celebrating:13%, alert:8%
[individual_signature]RosieState entropy: 1.18, Goal entropy: 2.67, Top: walking:79%, scanning:9%, alert:4%
[individual_signature]AzureState entropy: 1.70, Goal entropy: 2.38, Top: walking:66%, idle:12%, celebrating:10%
[individual_signature]IvyState entropy: 1.97, Goal entropy: 2.80, Top: walking:61%, celebrating:12%, idle:8%
🌅ALIVEEnvironmental Gaze Reactions5/5 checks
100%
Multiple Phases ObservedPhases seen: dawn, day, dusk, night (4/4)
Brightness ChangesBrightness range: 0.40 - 1.00 (delta: 0.6)
Phase Transitions Occur4 phase transitions detected
Behavior Varies By PhaseScan diff: 0.4088, Alert diff: 0.1089, AttentionY diff: 1.0915
Day Night Cycle RunningWorld time advanced 299.8s
phases observed 4
phase transitions 4
behavior variance by phase 1
brightness range 0.600
creatures behave differently by phase 0
Evidence — 8 events
[phase_transition]dawn → day (brightness: 1.00)
[phase_transition]day → dusk (brightness: 1.00)
[phase_transition]dusk → night (brightness: 0.40)
[phase_transition]night → dawn (brightness: 0.40)
[phase_behavior]dawn: avgScan=1.1220, avgAlert=0.1425, avgAttentionY=2.2096 (695 samples)
[phase_behavior]day: avgScan=1.0891, avgAlert=0.1634, avgAttentionY=1.1214 (1595 samples)
[phase_behavior]dusk: avgScan=1.4979, avgAlert=0.1073, avgAttentionY=1.1181 (670 samples)
[phase_behavior]night: avgScan=1.1722, avgAlert=0.0545, avgAttentionY=2.0718 (1545 samples)
🌙ALIVEDay/Night Behavior4/4 checks
100%
World Time AdvancesWorld time: 13.4 → 313.2
Brightness VariesBrightness range: 0.6
Multiple Phases SeenPhases: dawn, day, dusk, night
Day Night Cycle RunningTime progressed 299.8s
phases observed 4
brightness range 0.600
resting at night 1
active at day 0
world time advances 1
Evidence — 4 events
[phase_activity]dawn: 62% active, 0% resting (700 samples)
[phase_activity]day: 70% active, 0% resting (1595 samples)
[phase_activity]dusk: 87% active, 0% resting (670 samples)
[phase_activity]night: 74% active, 1% resting (1545 samples)
🟢ALIVENode Health Dynamics5/5 checks
100%
Nodes Exist20 nodes in network
Health Decays Naturally1804 health decay events detected
Health Above FloorMin health: 0.10 (floor: 0.10)
Not All DeadAvg health: 0.567
Creatures Tend Nodes578 tend_node goal samples
node count 20
avg health 0.567
health decays 1804
health restores 722
min health 0.100
tending goals 578
Evidence — 5 events
[node_health_summary]20 nodes, avg health: 0.567, min: 0.10, decays: 1804, restores: 722
[tier_health]Tier 0: avg health 0.93 (1 nodes)
[tier_health]Tier 1: avg health 0.62 (7 nodes)
[tier_health]Tier 2: avg health 0.73 (6 nodes)
[tier_health]Tier 3: avg health 0.28 (6 nodes)
🗺️ALIVESpatial Exploration4/4 checks
100%
Creatures MoveTotal distance: 126.5 units
World Explored46.9% of world visited (23/49 cells)
All Creatures MoveAll 5 creatures moved (min: 17.4)
No Creature StuckMin creature distance: 17.4 units
total distance 126.500
avg speed 0.561
world coverage 46.900
grid cells visited 23
total grid cells 49
Evidence — 5 events
[creature_coverage]SolaraTraveled 17.4 units, visited 8 cells
[creature_coverage]NyxTraveled 27.0 units, visited 8 cells
[creature_coverage]RosieTraveled 18.3 units, visited 5 cells
[creature_coverage]AzureTraveled 31.2 units, visited 7 cells
[creature_coverage]IvyTraveled 32.5 units, visited 5 cells
🎨ALIVEEmotion Dynamics4/5 checks
80%
All Emotions Active7/8 emotions seen > 0: happiness, excitement, comfort, curiosity, loneliness, sadness, fear
No Nan ValuesNo NaN values
No Infinity ValuesNo Infinity values
Emotions Not Stuck1 emotions stuck for >120s at mid-range values
Emotion Range VariesEmotions show dynamic range across creatures
emotions seen 7
nan count 0
inf count 0
stuck count 1
Evidence — 1 event
[emotion_stuck]curiosity stuck at 0.230 for 174s
📊ALIVEState Coverage5/5 checks
100%
Minimum States Seen10 unique states seen (need >=6)
Core States CoveredMissing: playing, investigating, working
Transitions Happen283 state transitions observed
All Creatures TransitionMin states per creature: 7
No State Over DominatesNo single state >80% of time
unique states 10
total transitions 283
Evidence — 6 events
[state_distribution]walking:60%, idle:12%, celebrating:9%, scanning:6%, fearful:4%, talking:3%, alert:3%, thinking:2%, listening:1%, resting:0%
[creature_states]Solara9 states: walking, fearful, thinking, scanning, idle, talking, celebrating, alert, listening
[creature_states]Nyx9 states: fearful, thinking, idle, walking, scanning, alert, celebrating, listening, talking
[creature_states]Rosie7 states: walking, scanning, alert, thinking, idle, celebrating, fearful
[creature_states]Azure8 states: walking, idle, scanning, thinking, fearful, celebrating, talking, resting
[creature_states]Ivy9 states: fearful, thinking, idle, walking, scanning, alert, celebrating, listening, talking
🔀ALIVEState Transition Flow4/4 checks
100%
Transitions Are Varied34 unique transition types
Natural Flow Patterns5/6 natural flows present
Low Oscillation1 oscillations / 283 transitions (0%)
Bidirectional TransitionsTransitions flow in both directions (natural behavior)
total transitions 283
unique transitions 34
invalid transitions 0
oscillations 1
Evidence — 10 events
[transition_flow]walking→scanning: 45 times
[transition_flow]scanning→walking: 40 times
[transition_flow]walking→alert: 32 times
[transition_flow]alert→walking: 30 times
[transition_flow]idle→walking: 26 times
[transition_flow]celebrating→idle: 19 times
[transition_flow]talking→idle: 11 times
[transition_flow]thinking→idle: 9 times
[transition_flow]walking→celebrating: 8 times
[transition_flow]walking→fearful: 7 times
🌱ALIVENeeds Progression5/5 checks
100%
Hunger Changes5/5 creatures showed hunger decrease
Energy Changes5/5 creatures showed energy decrease
Creatures Rest1 creature entered resting state
Creatures Eat4 creatures pursued food
Needs Not All MaxedAt least some needs are not at maximum (realistic progression)
hunger increases 5
energy decreases 5
resting creatures 1
eating creatures 4
📈LIFELESSSkill Progression1/3 checks
33%
Skills Exist5 creatures have skill data
Skills Can Grow0 skill improvements detected
Multiple Creatures Grow0 creatures showed skill growth
skill changes 0
creatures with growth 0
max skill gain 0
🧠DROWSYCreature Memory2/3 checks
67%
Memories Exist3 total memories across creatures
Multiple Memory Types1 memory types: group_event
Creatures Form Memories3/5 creatures have memories
total memories 3
unique memory types 1
creatures with memories 3
max memories 1
Evidence — 3 events
[creature_memory]Solara1 memories: group_event
[creature_memory]Nyx1 memories: group_event
[creature_memory]Azure1 memories: group_event

Data Source: Aliveness data is loaded from tests/reports/aliveness-latest.json. Run ./test.sh aliveness to generate a fresh report (5-minute observation).

🎮
Mini-Game Validation
Gameplay, audio, keyboard accessibility, performance, and cleanup across all 20 mini-games
Mini-Game System Architecture
graph TB
subgraph Entry[Entry Flow]
A[Click Node] --> B[Node Modal]
B --> C[Enter Sub-Level]
C --> D[Sub-Level World]
D --> E[Start Mini-Game]
end
subgraph MiniGameBase[MiniGameBase Framework]
F[buildVisuals] --> G[buildHUD]
G --> H[onStart]
H --> I[onUpdate Loop]
I --> J[onComplete]
J --> K[calculateRewards]
end
subgraph Universal[Universal Systems]
L[Ambient Particles]
M[Companion Graphling]
N[Success Burst FX]
O[Background Gradient]
P[Audio SFX]
Q[Focus Ring - Keyboard]
end
subgraph Games[20 Mini-Games]
G1[Meditation]
G2[Dream Weaving]
G3[Creature Birth]
G4[Rhythm Game]
G5[Pathfinding]
G6[Logic Puzzle]
G7[Word Puzzle]
G8[Memory Browsing]
G9[Resource Gathering]
G10[Skill Training]
G11[Skill Accelerator]
G12[Tool Crafting]
G13[Bond Strengthening]
G14[Trust Building]
G15[Self Reflection]
G16[Creature Evolution]
G17[World Growing]
G18[Collective Action]
G19[Behavior Theater]
G20[Synesthesia Puzzle]
end
E --> MiniGameBase
Universal --> I
MiniGameBase --> Games
78%
Overall Health
18/20
Passing
42
Avg FPS
306/420
Checks
Category Breakdown
Gameplay
66%
Audio
68%
Keyboard
90%
Gamepad
35%
Touch
67%
Performance
93%
Cleanup
100%
Alerts
23 alerts
ℹ️MeditationMeditation: 25% jank frames
ℹ️Dream WeavingDream Weaving: 21% jank frames
ℹ️Creature BirthCreature Birth: 27% jank frames
ℹ️Synesthesia PuzzleSynesthesia Puzzle: 26% jank frames
ℹ️World GrowingWorld Growing: 26% jank frames
ℹ️Behavior TheaterBehavior Theater: 24% jank frames
ℹ️Resource GatheringResource Gathering: 30% jank frames
ℹ️Logic PuzzleLogic Puzzle: 22% jank frames
🟡Word PuzzleWord Puzzle: Frame spike 108.4ms
ℹ️Word PuzzleWord Puzzle: 29% jank frames
🟡Bond StrengtheningBond Strengthening: Frame spike 102.2ms
ℹ️Bond StrengtheningBond Strengthening: 28% jank frames
ℹ️Skill TrainingSkill Training: 35% jank frames
ℹ️Creature EvolutionCreature Evolution: 30% jank frames
ℹ️PathfindingPathfinding: 33% jank frames
ℹ️Tool CraftingTool Crafting: 36% jank frames
ℹ️Memory BrowsingMemory Browsing: 28% jank frames
ℹ️Skill AcceleratorSkill Accelerator: 29% jank frames
🟡Self ReflectionSelf Reflection: Frame spike 105.1ms
ℹ️Self ReflectionSelf Reflection: 24% jank frames
ℹ️Rhythm GameRhythm Game: 35% jank frames
ℹ️Trust BuildingTrust Building: 19% jank frames
ℹ️Collective ActionCollective Action: 19% jank frames
soul
cons
core
perc
worl
beha
need
brai
llm
mesh
skil
crea
rout
tool
memo
lear
refl
sync
auth
coll
WARNMeditationsoul
79%
▶ Gameplay 2/4
Started
Interacted
Score Changed
Completed
🔊 Audio 2/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 3/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 45
P50 16.6ms
P95 56.7ms
Jank 25%
WARNDream Weavingconsciousness
79%
▶ Gameplay 2/4
Started
Interacted
Score Changed
Completed
🔊 Audio 2/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 3/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 47
P50 16.8ms
P95 50.8ms
Jank 21%
WARNCreature Birthcore
79%
▶ Gameplay 3/4
Started
Interacted
Score Changed
Completed
🔊 Audio 2/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 3/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 39
P50 24.7ms
P95 47.9ms
Jank 27%
WARNSynesthesia Puzzleperception
79%
▶ Gameplay 2/4
Started
Interacted
Score Changed
Completed
🔊 Audio 2/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 3/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 43
P50 19ms
P95 62.9ms
Jank 26%
PASSWorld Growingworld
88%
▶ Gameplay 3/4
Started
Interacted
Score Changed
Completed
🔊 Audio 3/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 3/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 2/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 43
P50 18.6ms
P95 58.2ms
Jank 26%
WARNBehavior Theaterbehavior
67%
▶ Gameplay 2/4
Started
Interacted
Score Changed
Completed
🔊 Audio 1/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 1/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 46
P50 19.9ms
P95 54ms
Jank 24%
WARNResource Gatheringneeds
71%
▶ Gameplay 2/4
Started
Interacted
Score Changed
Completed
🔊 Audio 1/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 3/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 40
P50 20.4ms
P95 67ms
Jank 30%
WARNLogic Puzzlebrain
67%
▶ Gameplay 2/4
Started
Interacted
Score Changed
Completed
🔊 Audio 1/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 1/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 42
P50 20.4ms
P95 60.7ms
Jank 22%
WARNWord Puzzlellm
72%
▶ Gameplay 2/4
Started
Interacted
Score Changed
Completed
🔊 Audio 2/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 3/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 1/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 39
P50 23.2ms
P95 74.9ms
Jank 29%
WARNBond Strengtheningmesh
76%
▶ Gameplay 3/4
Started
Interacted
Score Changed
Completed
🔊 Audio 2/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 3/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 1/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 40
P50 19.6ms
P95 62.2ms
Jank 28%
PASSSkill Trainingskills
88%
▶ Gameplay 4/4
Started
Interacted
Score Changed
Completed
🔊 Audio 3/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 3/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 41
P50 17.3ms
P95 62ms
Jank 35%
WARNCreature Evolutioncreature
75%
▶ Gameplay 2/4
Started
Interacted
Score Changed
Completed
🔊 Audio 1/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 3/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 42
P50 15.7ms
P95 60.4ms
Jank 30%
WARNPathfindingrouting
79%
▶ Gameplay 2/4
Started
Interacted
Score Changed
Completed
🔊 Audio 2/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 3/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 44
P50 13.8ms
P95 54.8ms
Jank 33%
WARNTool Craftingtools
75%
▶ Gameplay 3/4
Started
Interacted
Score Changed
Completed
🔊 Audio 2/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 2/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 36
P50 20.2ms
P95 72.9ms
Jank 36%
WARNMemory Browsingmemory
75%
▶ Gameplay 2/4
Started
Interacted
Score Changed
Completed
🔊 Audio 2/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 2/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 41
P50 17.6ms
P95 69.1ms
Jank 28%
PASSSkill Acceleratorlearning
88%
▶ Gameplay 4/4
Started
Interacted
Score Changed
Completed
🔊 Audio 3/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 3/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 46
P50 17.1ms
P95 51.2ms
Jank 29%
WARNSelf Reflectionreflection
76%
▶ Gameplay 2/4
Started
Interacted
Score Changed
Completed
🔊 Audio 2/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 3/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 1/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 44
P50 18.1ms
P95 54.8ms
Jank 24%
WARNRhythm Gamesync
79%
▶ Gameplay 3/4
Started
Interacted
Score Changed
Completed
🔊 Audio 2/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 3/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 37
P50 20.8ms
P95 73.9ms
Jank 35%
PASSTrust Buildingauthority
88%
▶ Gameplay 4/4
Started
Interacted
Score Changed
Completed
🔊 Audio 3/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 3/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 43
P50 21.2ms
P95 44.7ms
Jank 19%
PASSCollective Actioncollective
84%
▶ Gameplay 4/4
Started
Interacted
Score Changed
Completed
🔊 Audio 3/3
Start Sound
Action Sounds
Complete Sound
⌨ Keyboard 3/3
Tab Cycles
Enter Activates
Focus Ring
🎮 Gamepad 1/3
D-pad Navigates
A Confirms
B Exits
👆 Touch 2/3
Tap Activates
Elements Reachable
No Hover Required
⚡ Performance 2/2
FPS > 20
No Spikes > 100ms
🧹 Cleanup 2/2
Objects Disposed
HUD Removed
FPS 40
P50 24.6ms
P95 44.2ms
Jank 19%

Data Source: Mini-game data is loaded from tests/reports/minigames-latest.json. Screenshots from tests/reports/screenshots-latest.json. Run ./test.sh minigames to generate.