more list cleanup
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@@ -64,19 +64,23 @@ This framework ensures consistency across all levels while providing flexibility
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**Difficulty Range:** {{difficulty_scale}}
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**Key Mechanics Featured:**
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- {{mechanic_1}} - {{usage_description}}
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- {{mechanic_2}} - {{usage_description}}
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**Player Objectives:**
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- Primary: {{primary_objective}}
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- Secondary: {{secondary_objective}}
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- Hidden: {{secret_objective}}
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**Success Criteria:**
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- {{completion_requirement_1}}
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- {{completion_requirement_2}}
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**Technical Requirements:**
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- Maximum entities: {{entity_limit}}
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- Performance target: {{fps_target}} FPS
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- Memory budget: {{memory_limit}}MB
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@@ -97,6 +101,7 @@ This framework ensures consistency across all levels while providing flexibility
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**Total Level Count:** {{number}}
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**World Breakdown:**
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- World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
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- World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
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- World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}
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@@ -106,7 +111,8 @@ This framework ensures consistency across all levels while providing flexibility
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[[LLM: Define how challenge increases across the game]]
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**Progression Curve:**
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```text
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````text
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Difficulty
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^ ___/```
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| /
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@@ -116,9 +122,10 @@ Difficulty
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|/ /
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+-----------> Level Number
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Tutorial Early Mid Late
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```
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````
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**Scaling Parameters:**
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- Enemy count: {{start_count}} → {{end_count}}
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- Enemy difficulty: {{start_diff}} → {{end_diff}}
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- Level complexity: {{start_complex}} → {{end_complex}}
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@@ -129,6 +136,7 @@ Difficulty
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[[LLM: Define how players access new levels]]
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**Progression Gates:**
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- Linear progression: Complete previous level
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- Star requirements: {{star_count}} stars to unlock
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- Skill gates: Demonstrate {{skill_requirement}}
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@@ -143,14 +151,17 @@ Difficulty
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[[LLM: Define all environmental components that can be used in levels]]
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**Terrain Types:**
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- {{terrain_1}}: {{properties_and_usage}}
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- {{terrain_2}}: {{properties_and_usage}}
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**Interactive Objects:**
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- {{object_1}}: {{behavior_and_purpose}}
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- {{object_2}}: {{behavior_and_purpose}}
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**Hazards and Obstacles:**
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- {{hazard_1}}: {{damage_and_behavior}}
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- {{hazard_2}}: {{damage_and_behavior}}
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@@ -159,15 +170,18 @@ Difficulty
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[[LLM: Define all collectible items and their placement rules]]
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**Collectible Types:**
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- {{collectible_1}}: {{value_and_purpose}}
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- {{collectible_2}}: {{value_and_purpose}}
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**Placement Guidelines:**
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- Mandatory collectibles: {{placement_rules}}
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- Optional collectibles: {{placement_rules}}
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- Secret collectibles: {{placement_rules}}
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**Reward Distribution:**
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- Easy to find: {{percentage}}%
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- Moderate challenge: {{percentage}}%
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- High skill required: {{percentage}}%
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@@ -177,15 +191,18 @@ Difficulty
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[[LLM: Define how enemies should be placed and balanced in levels]]
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**Enemy Categories:**
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- {{enemy_type_1}}: {{behavior_and_usage}}
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- {{enemy_type_2}}: {{behavior_and_usage}}
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**Placement Principles:**
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- Introduction encounters: {{guideline}}
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- Standard encounters: {{guideline}}
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- Challenge encounters: {{guideline}}
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**Difficulty Scaling:**
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- Enemy count progression: {{scaling_rule}}
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- Enemy type introduction: {{pacing_rule}}
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- Encounter complexity: {{complexity_rule}}
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@@ -197,12 +214,14 @@ Difficulty
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### Level Layout Principles
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**Spatial Design:**
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- Grid size: {{grid_dimensions}}
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- Minimum path width: {{width_units}}
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- Maximum vertical distance: {{height_units}}
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- Safe zones placement: {{safety_guidelines}}
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**Navigation Design:**
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- Clear path indication: {{visual_cues}}
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- Landmark placement: {{landmark_rules}}
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- Dead end avoidance: {{dead_end_policy}}
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@@ -213,11 +232,13 @@ Difficulty
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[[LLM: Define how to control the rhythm and pace of gameplay within levels]]
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**Action Sequences:**
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- High intensity duration: {{max_duration}}
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- Rest period requirement: {{min_rest_time}}
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- Intensity variation: {{pacing_pattern}}
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**Learning Sequences:**
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- New mechanic introduction: {{teaching_method}}
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- Practice opportunity: {{practice_duration}}
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- Skill application: {{application_context}}
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@@ -227,12 +248,14 @@ Difficulty
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[[LLM: Define how to create appropriate challenges for each level type]]
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**Challenge Types:**
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- Execution challenges: {{skill_requirements}}
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- Puzzle challenges: {{complexity_guidelines}}
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- Time challenges: {{time_pressure_rules}}
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- Resource challenges: {{resource_management}}
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**Difficulty Calibration:**
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- Skill check frequency: {{frequency_guidelines}}
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- Failure recovery: {{retry_mechanics}}
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- Hint system integration: {{help_system}}
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@@ -246,11 +269,13 @@ Difficulty
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[[LLM: Define how level data should be structured for implementation]]
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**Level File Format:**
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- Data format: {{json|yaml|custom}}
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- File naming: `level_{{world}}_{{number}}.{{extension}}`
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- Data organization: {{structure_description}}
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**Required Data Fields:**
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```json
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{
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"levelId": "{{unique_identifier}}",
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@@ -282,12 +307,14 @@ Difficulty
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[[LLM: Define how level assets are organized and loaded]]
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**Tilemap Requirements:**
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- Tile size: {{tile_dimensions}}px
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- Tileset organization: {{tileset_structure}}
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- Layer organization: {{layer_system}}
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- Collision data: {{collision_format}}
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**Audio Integration:**
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- Background music: {{music_requirements}}
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- Ambient sounds: {{ambient_system}}
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- Dynamic audio: {{dynamic_audio_rules}}
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@@ -297,16 +324,19 @@ Difficulty
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[[LLM: Define performance requirements for level systems]]
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**Entity Limits:**
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- Maximum active entities: {{entity_limit}}
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- Maximum particles: {{particle_limit}}
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- Maximum audio sources: {{audio_limit}}
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**Memory Management:**
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- Texture memory budget: {{texture_memory}}MB
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- Audio memory budget: {{audio_memory}}MB
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- Level loading time: <{{load_time}}s
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**Culling and LOD:**
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- Off-screen culling: {{culling_distance}}
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- Level-of-detail rules: {{lod_system}}
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- Asset streaming: {{streaming_requirements}}
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@@ -318,11 +348,13 @@ Difficulty
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### Automated Testing
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**Performance Testing:**
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- Frame rate validation: Maintain {{fps_target}} FPS
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- Memory usage monitoring: Stay under {{memory_limit}}MB
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- Loading time verification: Complete in <{{load_time}}s
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**Gameplay Testing:**
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- Completion path validation: All objectives achievable
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- Collectible accessibility: All items reachable
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- Softlock prevention: No unwinnable states
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@@ -330,6 +362,7 @@ Difficulty
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### Manual Testing Protocol
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**Playtesting Checklist:**
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- [ ] Level completes within target time range
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- [ ] All mechanics function correctly
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- [ ] Difficulty feels appropriate for level category
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@@ -337,6 +370,7 @@ Difficulty
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- [ ] No exploits or sequence breaks (unless intended)
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**Player Experience Testing:**
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- [ ] Tutorial levels teach effectively
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- [ ] Challenge feels fair and rewarding
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- [ ] Flow and pacing maintain engagement
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@@ -345,12 +379,14 @@ Difficulty
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### Balance Validation
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**Metrics Collection:**
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- Completion rate: Target {{completion_percentage}}%
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- Average completion time: {{target_time}} ± {{variance}}
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- Death count per level: <{{max_deaths}}
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- Collectible discovery rate: {{discovery_percentage}}%
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**Iteration Guidelines:**
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- Adjustment criteria: {{criteria_for_changes}}
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- Testing sample size: {{minimum_testers}}
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- Validation period: {{testing_duration}}
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@@ -362,12 +398,14 @@ Difficulty
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### Design Phase
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**Concept Development:**
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1. Define level purpose and goals
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2. Create rough layout sketch
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3. Identify key mechanics and challenges
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4. Estimate difficulty and duration
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**Documentation Requirements:**
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- Level design brief
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- Layout diagrams
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- Mechanic integration notes
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@@ -376,6 +414,7 @@ Difficulty
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### Implementation Phase
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**Technical Implementation:**
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1. Create level data file
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2. Build tilemap and layout
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3. Place entities and objects
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@@ -383,6 +422,7 @@ Difficulty
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5. Integrate audio and visual effects
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**Quality Assurance:**
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1. Automated testing execution
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2. Internal playtesting
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3. Performance validation
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@@ -391,12 +431,14 @@ Difficulty
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### Integration Phase
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**Game Integration:**
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1. Level progression integration
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2. Save system compatibility
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3. Analytics integration
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4. Achievement system integration
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**Final Validation:**
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1. Full game context testing
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2. Performance regression testing
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3. Platform compatibility verification
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@@ -407,19 +449,22 @@ Difficulty
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[[LLM: Define how to measure level design success]]
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**Player Engagement:**
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- Level completion rate: {{target_rate}}%
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- Replay rate: {{replay_target}}%
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- Time spent per level: {{engagement_time}}
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- Player satisfaction scores: {{satisfaction_target}}/10
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**Technical Performance:**
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- Frame rate consistency: {{fps_consistency}}%
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- Loading time compliance: {{load_compliance}}%
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- Memory usage efficiency: {{memory_efficiency}}%
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- Crash rate: <{{crash_threshold}}%
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**Design Quality:**
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- Difficulty curve adherence: {{curve_accuracy}}
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- Mechanic integration effectiveness: {{integration_score}}
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- Player guidance clarity: {{guidance_score}}
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- Content accessibility: {{accessibility_rate}}%
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- Content accessibility: {{accessibility_rate}}%
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