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feat(quests): resume attempts, neutral gem tiles, difficulty tuning - #19
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Three playtest fixes: Resume quest attempts (parity with classic). SaveData carries questRun (GameState) + pack/stage/level ids; the controller persists on start and each move and clears on win/loss; quit keeps the snapshot; the map resumes it when the tapped node matches. Leaving a stage or an app kill no longer restarts progress. Gem-bearing blocks always render on the neutral light tile — in the tray and once placed — instead of the piece color, so a gem reads the same everywhere. Difficulty (user: "too easy"). Score targets floored ABOVE each stage's opening ceiling: new solvability.maxOpeningScore is the most the opening tray can score alone (all-clear +300 included), and the validator now rejects targets ≤ that ceiling — four stages were winnable from the opening. Score ramps ~500→1200; every gem stage now asks for 3–5 colors with counts growing more aggressively. Opening cascade kept per user. Docs (ARCHITECTURE/SAVE_MODEL/CONTRIBUTING_QUESTS/PROGRESS) and tests updated; 94 tests pass, analyze clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
CI format check + lint fix for the previous commit. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Three playtest fixes from on-device feedback.
Resume quest attempts
Quest attempts are now persisted and resumable, matching classic.
SaveDatacarries
questRun(aGameStatesnapshot) plus the pack/stage/level ids.The controller persists on start and after each move, and clears the
snapshot on win/loss;
quitkeeps it. The map's_playresumes the savedrun when the tapped node matches (otherwise starts fresh). Leaving a stage
or killing the app no longer restarts progress.
Gem tiles neutral everywhere
Gem-bearing blocks always draw on the neutral light tile — in the tray and
once placed on the board — instead of the piece color, so a gem reads the
same before and after placement.
Difficulty tuning ("too easy")
solvability.maxOpeningScore: the most the opening tray can score onits own, including the +300 all-clear bonus when the opening can empty
the board.
stages (s01/s02/t01/d01) were literally winnable from the opening cascade.
with counts growing more aggressively.
the difficulty.
Docs & tests
ARCHITECTURE / SAVE_MODEL / CONTRIBUTING_QUESTS / PROGRESS updated. New
tests cover the opening-ceiling rule, quest-run save round-trip, and
controller persistence/resume/clear. 94 tests pass, analyze clean.
🤖 Generated with Claude Code