Nightlight Knights — build progress
…
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C1 — Foundation: engine, build pipeline, 12 level layouts, art style lock, audio calibration, story data
Construction wave 1 of ~4. The first attempt was cut off at 01:16 when the lead session ended; nothing was lost: finished work goes straight to its critic and interrupted builders continue from their saved branches. Quality waves (blind A/B against Kingdom Rush / BTD6) follow once the game is content-complete.
| Piece | Status | Verdict | Largest gap |
|---|---|---|---|
| Engine core (sim, rendering, scenes, first playable L1) | BUILDING | — | — |
| Build pipeline + instruments (APK, iOS, deploy, capture/blind/perf tools) | PASS | PASS (round 1) | Motion check trusts what the game reports about itself, not the rendered pixels (instrument blind spot) |
| Level layouts + waves (12 levels) | BUILDING | — | — |
| Art style lock (10 anchors + pilot sprites) | BUILDING | FAIL round 1, rebuilding | Sprites are lit like bright studio product shots (2x the key's luminance, no cool moonlight rim), so they look pasted onto the moonlit room |
| Art batch 1: Chapter 1 towers, soldiers, plinths | QUEUED | — | waits for the style-lock gate |
| Art batch 1: Sir Biscuit, Madame Coda, enemies E01-E07 | QUEUED | — | waits for the style-lock gate |
| Audio: calibration, 8 voices, first music + SFX, lullaby | BUILDING | — | — |
| Story data: 10 cutscenes, VO script, panel briefs | PASS | PASS (round 1) | Panel prompts inherit the gameplay camera text (45-degree overhead); cutscene shots need a panel variant of the style prompt |
Budgets and cost meter
Higgsfield credits (game cap)26 / 850 · 3%
ElevenLabs characters (60% cap)10797 / 178390 · 6%
Wave history
When I'll ask you for something
| When | What | Status |
|---|---|---|
| Design | Approve design + title | Done (Oct 30) |
| ~11:00 EDT Oct 30 | First playable APK on your Android phone (2 minutes, 4 questions) | Upcoming |
| Quality wave 3 | 2-minute smoke test | Upcoming |
| Ship, Nov 1 evening | Final test + share link | Upcoming |