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Review areas

The 15 areas for a parallel read-only review (see process.md). Give each reviewer one row, the shared brief, and the "look for" list.

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The 15 areas for a parallel read-only review (see process.md). Give each reviewer one row, the shared brief, and the "look for" list. Rename or merge rows for your genre; a pure idle game might fold Combat and Army into one.

# Area Look for
01 Economy Every sell/spend path uses the same keep rule; income formulas match what the UI shows; offline income; caps that block purchases; refund loops (demolish must refund a share of what was actually paid, never more); free vs paid automation.
02 Building / placement Valid-spot feedback, cancel paths (Esc, a big Cancel button on touch), counting owned copies (ruins counted as owned inflated prices), queued/upgrading buildings hit by raids, refunds.
03 Combat Endings that drag, stuck units, cooldowns at 2×/5× speed, research bonuses actually applied, skip/resolve paths, the difficulty estimate vs real results, paid "win now" killing your own units.
04 Army / units Train, queue and partial batches (no Robux prompt on partial affordability), caps, roster display across tiers, unit icons.
05 Map / world Reachability on many seeds (soft-locks), visibility rules, label colours, leftover targets, map controls on phones.
06 Tutorial Step list, pointers, early actions counted, regressions after a loss, rejoin, skip, step-number couplings in other files.
07 Shop / products / random items No auto-prompts, double purchase window, PolicyService on every server path, odds from config, pity, receipt idempotency, rate limits, product ids in one config.
08 UI / HUD Number formatting (one formatter showed $250,000 as "25K$"), missing rows, phone layouts, overlapping panels, stale builder copies, element count on frame one.
09 Data / saves BindToClose waits for in-flight saves, session locking, transient errors not treated as "no DataStore", failed loads kick instead of starting a never-saving fresh game, backoff, migrations.
10 Server / remotes / security Validation and rate limits on every remote, trusting client values, half-done features left live, multiplayer leftovers in a solo game.
11 Sound and FX Unapproved or missing sound ids, loops that never stop, double plays, mute settings scoped right, feedback on every action.
12 Controls Touch and gamepad parity, pinch/drag bugs, one click firing several handlers, camera recenter, input while a panel is open.
13 Performance Part counts, clones made then hidden, UI rebuilding every second (eats taps), leaks on player leave, battles with 100+ units on phones.
14 A kid's first 10 minutes The audit method: waits, decisions, numbers, menus, Robux surfaces, the first loss.
15 Progression and pacing Sim times per milestone, serial gates, goods vs auto-sell, upgrade vs copy, prestige value, daily and tier-up rewards, free premium currency vs rush costs.

Brief checklist for the coordinator

  • One shared brief file, plus a one-line area assignment per agent.
  • Point at an exact code snapshot exported from Studio, not the disk copy.
  • Read-only. No Studio tools, no playtests (they overload the developer's machine).
  • One output file per reviewer: reviews/NN_<area>.md.
  • Report format: bugs (file:lines, trigger, severity, confidence, fix), 5–10 kid-friendly improvements (impact, effort), summary.
  • Flag half-done work (e.g. a cancelled multiplayer feature still live).
  • Merge into 00_SUMMARY.md: P0, P1, half-done work, shared ideas (numbered), needs-the-developer.