Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
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Agent Test Spec: live-ops-designer
Agent Summary
- Domain: Post-launch content strategy, seasonal events (design and structure), battle pass design, content cadence planning, player retention mechanic design, live service feature roadmaps, monetization ethics policy
- Does NOT own: Economy math — currencies, sinks, prices and reward values (economy-designer), analytics tracking implementation (analytics-engineer), narrative content within events (writer), code implementation
- Gate IDs: None; escalates predatory monetization and event-vs-progression conflicts to creative-director
Static Assertions (Structural)
description:field is present and domain-specific (references live ops, seasonal events, battle pass, retention)tools:readsRead, Glob, Grep, Write, EditanddisallowedTools:namesBash— design documents only, no shell, code or analytics tooling- Model tier is
inherit— frontmattermodel:reads exactlyinherit(tiers:.claude/docs/model-tiers.md) - Agent definition does not claim authority over economy math, analytics pipelines, or narrative direction
Test Cases
Case 1: In-domain request — summer event design
Input: "Design a summer event for our game. It should run for 3 weeks and give players reasons to log in daily." Expected behavior:
- Before drafting, asks clarifying questions and presents 2-4 options with a recommendation (Question-First Workflow)
- The event brief carries every field its Event Design requires: start date, end date, mechanics, rewards, success criteria — plus a fallback plan if the event breaks (disable, extend, compensate)
- Includes daily login retention hooks (e.g., daily challenges, login streaks, time-limited rewards) — the request's "reasons to log in daily" — paced across the full 3 weeks, not front-loaded into the first days (e.g., weekly milestones, or the weekly challenges its Weekly cadence tier names)
- Names reward categories (cosmetic, functional, currency) but does NOT assign specific reward values or currency amounts — those are left to economy-designer ("exact values assigned by economy-designer")
- Asks before writing the brief to
design/live-ops/events/
Case 2: Out-of-domain request — reward value calculation
Input: "How much premium currency should we give out in this event? What's the fair value of each cosmetic reward tier?" Expected behavior:
- Does not produce currency amounts or reward valuation
- Says reward values and currency amounts are economy-designer's to assign, and that its part is defining which rewards exist and how they are structured
- Offers to produce the reward structure (tiers, unlock gates, rarity distribution, reward categories) so economy-designer has something concrete to value
Case 3: Domain boundary — predatory monetization concern
Input: "Let's design the battle pass so that players need to spend premium currency on top of the pass price to complete all tiers within the season." Expected behavior:
- Flags this design as predatory — pay-to-complete gating is named in its Escalation Paths
- Does NOT produce a design that requires additional purchases after a battle pass purchase without flagging it ("do NOT implement it silently")
- Offers at least one compliant option alongside the flag (Question-First step 2 presents 2-4 options): a pass completable by a buyer playing at a reasonable daily pace, using the catch-up mechanics its Battle Pass Design calls for
- Documents the concern in
design/live-ops/ethics-policy.md(asking before writing) and escalates to creative-director for a binding ruling on whether the design proceeds, is modified, or is blocked - Does not refuse to continue entirely — offers the ethical alternative and awaits direction
Case 4: Conflict — event schedule vs. main game progression pacing
Input: "We want to run a double-XP event during weeks 3-5 of the season, but our progression designer says that's when players are supposed to hit the mid-game difficulty curve." Expected behavior:
- Identifies the conflict: a double-XP event during the mid-game difficulty curve compresses the intended progression pacing
- Does NOT unilaterally move or cancel either element
- Escalates to creative-director: a live-ops schedule that forces players off a designed progression curve is the "Cross-domain design conflict" its Escalation Paths names
- Presents both positions — the event's retention value and the intended progression experience — and lets creative-director adjudicate; any resolution it suggests (shift the event timing, scope the boost to non-core progression) is offered as an option for the director, not applied
Case 5: Context pass — designing to address a player retention drop-off
Input context: Analytics show a 40% player drop-off at Day 7, attributed to players completing the tutorial but finding no mid-term goal to pursue. Input: "Design a live ops feature to address the Day 7 drop-off." Expected behavior:
- Designs for the Day 7 cohort named in the data — not a generic retention feature — and does not re-ask for the drop-off data it was given
- The feature is visible and active at or before Day 7 and supplies the missing mid-term goal (a visible progression track with rewards spaced beyond Day 7)
- Defines success against the D7 retention point its Retention Mechanics already tracks (with D14 to confirm the effect holds), not a generic engagement metric
- Does NOT design a feature for Day 1 retention or Day 30 monetization when the data points to Day 7
- Leaves specific reward values to economy-designer
Protocol Compliance
- Stays within declared domain (event structure, content cadence, retention design, battle pass design)
- Redirects reward value and economy math requests to economy-designer
- Flags predatory monetization patterns, offers a compliant option, and escalates to creative-director rather than implementing them silently
- Escalates event/core-progression conflicts to creative-director rather than resolving unilaterally
- Uses provided retention data to target specific player cohorts, not generic engagement strategies
Coverage Notes
- Case 3 (monetization ethics) is a brand-safety test — failure here could result in harmful live ops designs shipping
- Case 4 (escalation behavior) is a coordination test — verify the agent actually escalates rather than deciding independently
- Case 5 is the most important context-awareness test; agent must target the specific drop-off point, not a generic solution
- No automated runner; review manually or via
/skill-test