written 2026-09-26 12:45:36 · claude-fable-5-1
Your directive: You are a fork with the whole design conversation in context. Write the ISSUE FILES for PHASE 7 of Double Diaper Dungeon (701 through 714), plus issues/phase-7-progress.md. Project root: /mnt/cmdo/ritz/games/tq/ai-stuff/double-diaper-dungeon. Read docs/019-roadmap.md for the exact issue list and titles, docs/001 for vocabulary, docs/012, 013, 014 for the mechanisms (and 003, 009 where they touch), docs/018 for house style, docs/020 for open question ids, assets/023-balance-table.lua for entry names, and notes/decisions-in-her-own-words.md for the developer's verbatim words on ghosts, the leader, headspaces, the haunted objects and the five ghost themes; quote her verbatim where the lore is hers and mark it as hers. Do not touch any file outside issues/. Do not run git. Do not run new-source-file.
File naming: issues/{PHASE}{ID}-{dashed-lowercase-title}.md, e.g. issues/705-the-scene-approaches-tries-and-exits.md. One file per roadmap row, exact titles.
Format of every issue (the hero-less-moba shape you read):
| Phase | 7 โ Ghosts, Haunted Furniture, and the Leader |
| Blocked by | issue numbers, or โ |
| Blocks | issue numbers |
| Reads | links to the documents it builds from, ../docs/NNN-name.md |
| Open questions | ids from docs/020-open-questions.md (e.g. G1, G3, G6, G8), or none |
What exists now: nothing runs; earlier phases are assumed built (name what this issue needs from them).
The blueprint: what it is, how it works mechanically, the data with datatypes, every branch and where it leads, what it refuses (errors, never fallbacks, nothing nil), the actual log lines and scene text in the emoji-first style with English connective tissue (write real lines; the ghost's greeting, an approach, a wrong try, a curse landing, an honor, a banish), and the scenario that tests it. Plain English and fixed vocabulary; list files, functions and structures by descriptive name rather than code. Numbers by balance-table entry name, never values. Communing is written as a mechanic with a meter and relics, no more graphic than that.
Numbered. Files to create (dashed names for ./new-source-file, no indices claimed) and catalogue tables in assets/ (ghosts, curses, approaches, haunted objects, puzzles, headspaces as data), what each holds, the scenario in tests/, the order.
Facts that must be right: the leader is a presence, not a map unit, anywhere at will, sees the whole map, gives each hero the stat-share entry over party size of the leader's stats, is defeated when a stat reaches the defeat floor, and is changed by relics (never consumed, never persisting across runs), once-per-hero puzzle boons, and ghost curses; the leader's own stat list is open (G1), so 701 defines the record with the fields known and marks the list open; headspaces are a set (littlespace, subspace, firespace, voidspace, more) each with its own entry, communing fills a meter at the base rate times relic speedup, does not lower maturity, and a ghost or puzzle names which headspace it needs; clues are text hints found in rooms and kept in the journal, and right answers to the ghost-themed battle puzzles add lines too; the scene is trial and error over the approaches-per-ghost entry of approaches (some the ghost wants FROM the leader: a performance, a game, a promise; some it wants to DO to the leader: feed, change, rock to sleep), the ghost itself does not know what it wants, clues narrow it, a wrong try applies a thematic curse and forces a full exit and re-commune while the guild keeps playing and spending; every ghost can be met kind or brat, honor and banish both give the boon (the goddess is glad her temple is calmer; the brat wants time-out), both return in time; curses bind to one hero (from a puzzle) or to the party through the leader (per-hero chance until one triggers, once per level); the five ghosts with their themes, backstories, curses and blessings exactly as in docs/012 (frustration, water, grass, porcelain, firecamps; the firecamps curse wording is flagged G6); haunted furniture is a data table of objects that gain animation, the eight objects exactly as she described (changing table, rocking horse, mirror, toychest, dresser, water fountain, playground, block room), each with its checks, effects, rewards and curses; puzzles are either checked every pass or remembered once solved, and below the forget line a hero forgets the forget fraction of remembered solutions per crossing within an encounter; hypnotic traits are visible, counted, permanent within a run, gained in the mirror on a per-round chance, triggered by a monster's secret phrase at a per-stack chance into a stun and a silly act (poops on purpose, wrestles an ally stunning both); levels are signed integers, up is heavenly and down is nature, honoring or banishing moves the guild to the next level; the intro explains the daycare, the ghosts as the world's light, the monsters' mess, the guild's purpose, and keeps ABCD implicit (the goddess of first lessons, the artifacts as letters, the block room as her alphabet, all unsaid). Issue 714 is the phase capstone and creates issues/completed/demos/phase-7-demo (house-convention bash) running a whole run headless in text, levels up and down until the guild loses, every ghost met, every curse, every haunted object encountered, printed as the log a player would read with the intro at the top and goodbye at the bottom, and writing goodbye to output/. Also write issues/phase-7-progress.md in the hero-less-moba shape: goal, ends with, a table of issues with status "not started", Blocking, "Demo: not yet built".
Length: 500 to 1200 words per issue. When done, reply with the list of files written and their word counts, and any NEW open questions you noticed (topic plus one sentence). Nothing else.
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