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MVP gameplay balance

This document locks the gameplay configuration evaluated for Milestone 011. It is not a claim that the required human playtests have completed; their results belong in docs/PLAYTEST_REPORT.md.

Locked configuration

Parameter Locked value Purpose
Maze dimensions 128 x 64 cells MVP map size
Initial vision radius 3 cells Current-view-only exploration
Cross-half connection pairs 3 Multiple routes between conceptual halves
Extra cycle pairs 64 Alternative routes without removing dead ends
Minimum start-to-exit separation 64 cells Keeps exits distant from starts
Landmark pairs 8 Spatial-memory cues in symmetric positions
Vision-artifact pairs 4 Eight one-use artifacts; exceeds the MVP minimum of two
Compass pairs 1 One compass for each player's own exit
Movement cooldown 150 ms Server-enforced minimum accepted-move interval
Enhanced-vision duration 10 successful moves MVP artifact duration
Draw window 200 ms Authoritative simultaneous-exit boundary
Match timer None Matches end only by defined result conditions

The values come from maze32_maze_default_config() and maze32_game_default_config(). They are server-owned defaults; browser clients cannot alter them.

Deterministic generation evidence

test/host/test_maze_generation.c generates and validates seeds 0 through 1,023 with this configuration. For every generated map it proves reachability, central symmetry, positive cycles and dead ends, at least four cross-half connections, paired player-relative route distances, and this balance invariant:

start_to_key_distance >= key_to_exit_distance

The test measures shortest traversable routes, not straight-line distance. It therefore establishes that finding a key is never made easier by a shorter required route than the later exit search. It does not substitute for human search behaviour in a maze with fog of war, landmarks, compasses, and artifacts.

The most recent recorded sweep (2026-09-08) reported:

Metric Observed range across 1,024 seeds
Cycles 133..133
Dead ends 704..854
Start to key 416..1,442 cells
Key to exit 346..1,244 cells
Start to exit 102..992 cells
Generation attempts 1

At the 150 ms cooldown, an uninterrupted shortest 416-cell key route takes at least 62.4 seconds of accepted-move time. Actual match duration also includes route discovery, current-view-only navigation, the exit search, detours, interactions, and player decisions. The approximately five-minute target must be confirmed by the representative human-playtest procedure; no hard timer is introduced to force that outcome.

Tuning decision

No parameter change is justified before representative timing evidence exists. Changing maze density or cooldown solely from shortest-path metrics would risk making the target duration less representative of real fog-of-war play. If the playtest median materially misses the five-minute target, change only the smallest relevant locked value, rerun the 1,024-seed suite, record the new range here, and repeat the affected playtests.