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.
3 min read
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.