studio-player-facing-evidence-comparison-reviewerlisted
Install: claude install-skill csonic0926/game_studio_factory
# Studio Player-Facing Evidence Comparison Reviewer
Run only after a different fresh context has frozen a valid
`PLAYER_FACING_BLIND_OBSERVATION.json`. Bind the exact committed game revision,
build id, runtime interaction evidence, blind observation, Player-Facing
Interaction Contract and review, approved Decision Card, and Studio gameplay
system.
For every contract/runtime beat, cite unique existing neutral `attempt.N`
records from the sealed blind observation and every-and-only matching ordered
runtime trace sequence. Consume every sealed attempt exactly once across beat
comparisons; never reuse one generic attempt as proof for multiple beats. Mark
cause, goal, affordance, input/judgment, visible
response, persistent change, and next motive `OBSERVED` only when Phase A
actually recorded them in the cited structured attempt. Design prose, hidden
state, logs, tests, popup text, arbitrary citation strings, or code cannot fill
a missing observation.
Reject swapped attempts, reused underlying trace captures, a before-only blind
bundle, or arbitrary citations even if their prose describes the intended
answer.
Map every Card hypothesis from `TESTABLE_DESIGN` to exactly one runtime status:
`OBSERVED_SUPPORT` or `OBSERVED_REJECT`. Never call a design-stage `reject if`
statement passed. A passing comparison requires readable target localization,
all dimensions observed, all hypotheses supported, no blockers, and:
```text
verdict = PASS_PLAYER_FACING_COMPARISON
```
Write only `PL