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online_l5_sandbox_open_world_3d_0284
main
mobile
3d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
single-agent
easy
Millennial prep-school social sandbox: a three-minute calendar drives classes, clubs, and rumor windows, while outfit and conversation memories reshape a six-group reputation network.
[Game] 3D Orthographic Top-Down Millennial Prep-Community Life Sandbox. Use low-resolution textures, a strict 8-bit palette, and early-home-computer pixel rendering. Continuously explore elite suburbs, country clubs, malls, private schools, tennis courts, and seaside homes. The player cannot die and may remain indefini...
[ "C1", "C2", "C3", "C4", "C5", "C8" ]
[ "3 real minutes advance exactly one 24-hour cycle. All 6 weather types—sunny, chilly overcast, drizzle, sunset, neon night, and humid heat—each change palette presentation and at least one NPC schedule or activity return.", "The 6 NPC types—wealthy teenagers, gossip groups, athletes, strict parents, shop assistan...
[ "Rain cancels tennis and gossip groups gather in the café → athlete relationships do not change directly without a meeting, but existing café rumors can spread to those actually present.", "Change outfits in a boutique before curfew, then attend a family gathering → the new outfit affects that meeting's first imp...
[ [ "C2", "C3" ], [ "C2" ], [ "C8", "C5" ], [ "C1" ], [ "C2", "C3" ], [ "C8", "C5" ] ]
[ [ "C1" ], [ "C2" ], [ "C5", "C2" ], [ "C5", "C2" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0284 | game_id=4541629 | version_id=9789041 | genre=simulation_sandbox | subtype=sandbox_open_world | render=3D | tier=L5 | gate=6 hidden=4 | twist=Outfit impressions travel through rumor networks and spread across social circles within dense three-minute day/night schedules
benchmark_merged.json
null
[]
null
online_l5_sandbox_open_world_3d_0297
main
mobile
3d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
single-agent
easy
Citywide everyday-life simulation: seven needs bind cooking procedures, interactive careers, and relationship memory to one time budget; weather further changes moods and urban activities.
[Game] 3D City-Life Sandbox. Leave a buildable home on foot or by car for supermarkets, restaurants, gyms, beaches, parks, clothing shops, and entertainment venues; freely schedule work, relationships, spending, and rest. [Core mechanics] 7 needs continuously update: hunger, sleep, hygiene, fun, energy, stress, and soc...
[ "C1", "C2", "C3", "C8" ]
[ "All 7 needs—hunger, sleep, hygiene, fun, energy, stress, and socialization—continuously update. Sleep deprivation slows movement; poor hygiene changes NPC reactions; work raises stress and interactions change socialization.", "Select ingredients, operate cooking controls, and adjust temperature by touch. All 4 r...
[ "A thunderstorm delays commuting and causes a missed date → normal end-of-shift resolution still occurs; missed-appointment memory raises stress and lowers that relationship rather than affecting every NPC.", "A low-hygiene character cooks a high-quality dessert and gives it to a friend → both gift benefits and n...
[ [ "C2" ], [ "C4", "C3" ], [ "C1" ], [ "C2" ], [ "C3" ], [ "C5", "C2" ] ]
[ [ "C2", "C1" ], [ "C3" ], [ "C2", "C3" ], [ "C8", "C5" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0297 | game_id=3675335 | version_id=7938583 | genre=simulation_sandbox | subtype=sandbox_open_world | render=3D | tier=L5 | gate=6 hidden=4 | twist=The seven needs are more than bars: cooking steps and interactive careers write time pressure into relationship memory
benchmark_merged.json
null
[]
null
v3_action_rpg_2d_042
main
mobile
2d
RPG
rpg
action_rpg
single-agent
extreme
Sacrificial Echoes: nurture bonds by day and enter memories to fight by night; gain power by permanently deleting your own memories—progression and narrative draw from the same diminishing resource.
[Game] Urban-Fantasy Action RPG with a Day/Night Loop. Build school relationships by day and fight in others' broken memory realms by night. Higher powers require sacrificing your own memories. Each deleted memory rewrites available story, bond pathways, and combat abilities: progression resources are narrative resourc...
[ "C1", "C3", "C5" ]
[ "Use daytime touch choices and nighttime combination-skill buttons. Bonds and resonance: daytime choices raise one character's bond; at threshold, their skill enters the nighttime list, while below-threshold characters' skills remain unavailable. Casting consumes that character's resonance; insufficient resonance p...
[ "A temporal afterimage's replayed combination attack reflects the bond snapshot at recording, not current bond (afterimage × bond economy second-order coupling, not explicit in spec).", "If sacrifice occurs mid-battle at night, that character's combination skill becomes invalid immediately even while cooling down...
[ [ "C8", "C4" ], [ "C4" ], [ "C4", "C2" ], [ "C8", "C5" ], [ "C2", "C3" ], [ "C8", "C4" ] ]
[ [ "C3" ], [ "C1" ], [ "C3" ], [ "C8", "C5" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0657 | game_id=9171583 | version_id=20574689 | genre=rpg | subtype=action_rpg | render=2D | tier=ceiling | twist=Memory sacrifice rewrites both story reachability and combat power; progression resources are narrative resources; time rewind and afterimages require a deterministic combat ...
benchmark_merged.json
null
[]
null
v3_card_board_2d_099
main
mobile
2d
Social & Tabletop
social_tabletop
card_board
single-agent
extreme
History Rewriters' Duel: event cards enter a timeline dependency graph and cause ripple recalculation; a checker catches paradoxes while an AI opponent dismantles your prerequisites on the same timeline.
[Game] History Rewriters' Duel. Play event cards into a timeline to rewrite history. Every card creates future-propagating ripples in an event dependency graph; a checker catches paradoxes while your opponent rewrites the same timeline. [Core mechanics] The timeline is a dependency graph with ≥15 chronologically arrang...
[ "C1", "C2", "C3" ]
[ "Tap a timeline node on a phone and confirm removal. Dependency propagation: downstream events fail or change stepwise along dependency chains; ripples visibly travel along the timeline (causal-engine single system).", "Paradox loop: create a missing prerequisite to trigger a timed stabilization phase. Success pr...
[ "Use successive phone changes to make A depend on B and B on A. Enter one corresponding paradox resolution, not endless recalculation. Removing the cycle terminates recalculation; previous recursion cannot repeatedly accumulate one node's ongoing benefit.", "When one change reaches a downstream buff node by two d...
[ [ "C4" ], [ "C5" ], [ "C2" ], [ "C1" ], [ "C8", "C3" ], [ "C4", "C2" ] ]
[ [ "C1" ], [ "C4", "C3" ], [ "C1" ], [ "C8", "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0443 | game_id=5805563 | version_id=12605643 | genre=social_tabletop | subtype=card_board | render=2D | tier=mid | twist=Playing cards rewrites history: cards generate propagating dependency-graph ripples, with a consistency checker detecting paradoxes; online opponent replaced by local...
benchmark_merged.json
null
[]
null
v3_card_board_2d_100
main
mobile
2d
Social & Tabletop
social_tabletop
card_board
mixed-motive
medium
Monster Card Market: linked elemental-counter battles and card markets—results raise prices, prices determine card power; you are both player and speculator.
[Game] Monster Card Market. Survive by buying low and selling high in an elemental monster-card game. Events and your results move markets; every tabletop victory rewrites prices. You are both player and speculator. [Core mechanics] Combat: ≥20 monster cards belong to 5 elements: fire, water, earth, electricity, and wi...
[ "C1", "C3" ]
[ "Use phone taps for card selection, battles, and trading for comparison. Results propagation: repeated wins with one element raise its market, producing a significantly different price trajectory from a run not using it (results × market coupling assertion).", "Outcomes: assets reaching the target amount win; zer...
[ "Select sale targets and quantities on a phone and confirm. Bulk sales of one element or card depress its transaction price: selling itself affects markets (volume × price second-order feedback, not explicit in spec).", "If a core card selected in the phone battle screen is sold before battle, submitting the line...
[ [ "C6", "C4" ], [ "C1" ], [ "C3" ], [ "C5", "C3" ], [ "C4", "C2" ], [ "C3" ] ]
[ [ "C7", "C2" ], [ "C4" ], [ "C8", "C3" ], [ "C3", "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0621 | game_id=7022063 | version_id=15724248 | genre=social_tabletop | subtype=card_board | render=2D | tier=floor | twist=Battle results feed card prices and events stimulate markets, linking card play and speculation into an economic-dynamics balancing challenge | flavor=A Brazilian m...
benchmark_merged.json
null
[]
null
v3_city_management_2d_067
main
mobile
2d
Simulation & Sandbox
simulation_sandbox
city_management
single-agent
extreme
Grid Repair Cascade Race: one burned-out substation is only the beginning; redistributed loads spread overloads hop by hop through the graph while your repair vehicles race propagation.
[Game] City Power-Grid Repair Dispatch Simulation. On Echo City's stormy night, a substation burning out starts a cascade: its load shifts to nearby nodes, overloading them. Dispatch repair vehicles through the road network to race propagation. Fast repairs make you a hero; slow repairs make you responsible for the nex...
[ "C1", "C3", "C6" ]
[ "Correct fault generation: storms evolve along seeded corridors; hit frequency correlates positively with equipment age (statistical assertion). Logs distinguish overload, aging, and lightning.", "Correct resolution: household-minutes accumulate as defined. Exceeding chapter thresholds or hospital deadlines loses...
[ "Long-term high load accelerates node aging, making overload corridors more vulnerable to later storms (load → aging second-order feedback, not explicit in spec).", "A second lightning strike during repair has defined behavior, such as progress rollback or requeuing, avoiding a simultaneous repaired-and-burned st...
[ [ "C1" ], [ "C5", "C3" ], [ "C4" ], [ "C4" ], [ "C5", "C4" ], [ "C1" ] ]
[ [ "C7" ], [ "C2" ], [ "C3", "C1" ], [ "C6" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0454 | game_id=9806473 | version_id=22134179 | genre=simulation_sandbox | subtype=city_management | render=2D | tier=ceiling | twist=Faults are graph-based load-redistribution propagation, not scripts; repair timing and capacity decisions reshape cascade extent, emphasizing one network ...
benchmark_merged.json
null
[]
null
v3_city_management_2d_069
main
mobile
2d
Simulation & Sandbox
simulation_sandbox
city_management
single-agent
easy
Superpowered Customer Café: every customer modifies global rules; slowing turtles, scorching foxes, and thunderstorm parrots stack in one shop while mistakes feed a chaos meter that can erupt across it.
[Game] Superpowered Customer Café Management. Every animal customer has a power rewriting shop-wide rules: Time Turtles slow all timers, Fire Foxes make nearby workstations burn food more easily, and Thunderstorm Parrots randomly disable equipment. The order-to-cooking pipeline competes with stacking rule modifiers; ev...
[ "C1", "C3", "C4" ]
[ "Tap customer orders and processing controls. Orders are created, timed stages advance, overruns burn food, and zero patience causes departure and rating loss; every pipeline link is observable.", "≥6 power types have their defined global effects, active while present and removed on departure, each independently ...
[ "The Time Turtle's slowing field also slows other customers' patience timers; global modifiers apply whether beneficial to the player or not (second-order global-modifier inference, not explicit in spec).", "With several animal types present during loss of control, continue viewing orders, operating stations, and...
[ [ "C4", "C2" ], [ "C1" ], [ "C2" ], [ "C4", "C1" ], [ "C2", "C3" ], [ "C3", "C1" ] ]
[ [ "C2" ], [ "C4", "C2" ], [ "C2", "C1" ], [ "C8", "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0584 | game_id=5203130 | version_id=11184079 | genre=simulation_sandbox | subtype=city_management | render=2D | tier=mid | twist=Every customer is a shop-wide rule modifier; stacking creates combinatorial complexity, further combined with chaos escalation and an item-counter matrix | fl...
benchmark_merged.json
null
[]
null
v3_city_management_2d_070
main
mobile
2d
Simulation & Sandbox
simulation_sandbox
city_management
single-agent
extreme
Magic Garden Market Wars: a management simulation linking hybrid inheritance, magical weather, and dynamic markets; one heatwave can destroy your fields while raising produce prices citywide.
[Game] Magic Garden Management. Inherit a garden growing light, heat, and protection. Hybrid genetics determine what you can breed, magical weather determines surviving harvest, and supply/demand determines its value. They interlock: a heatwave can destroy fields and raise surviving crop prices. [Core mechanics] Plants...
[ "C1", "C3", "C6" ]
[ "Tap plots and sowing, watering, fertilizing, and harvest controls on a phone. Growth advances with water/nutrients, immature plants cannot be harvested, and ≥10 species can be grown and harvested.", "Repeated breeding of the same parents gives trait distributions matching defined probabilities (statistical asser...
[ "Pollinating beneficial insects provide a defined bonus to breeding success or offspring quality (ecology → inheritance second-order linkage, not explicit in spec).", "Harvest coinciding with weather has one defined order—harvest then damage or vice versa—so the same crop cannot both enter stock and be destroyed....
[ [ "C5", "C4" ], [ "C3" ], [ "C3" ], [ "C3" ], [ "C1" ], [ "C4", "C3" ] ]
[ [ "C1" ], [ "C5", "C3" ], [ "C6", "C3" ], [ "C8", "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0604 | game_id=7147262 | version_id=16064163 | genre=simulation_sandbox | subtype=city_management | render=2D | tier=mid | twist=Hybrid output and market prices interlock; weather and pests affect both yields and markets, allowing disaster speculation | flavor=Preserves the player's fun...
benchmark_merged.json
null
[]
null
v3_city_management_2d_071
main
mobile
2d
Simulation & Sandbox
simulation_sandbox
city_management
single-agent
hard
Anomaly Containment Bureau: underground management links containment layout, staff dispatch, black-market anomaly economics, and cascading failures; tempting profits and runaway costs share one floor plan.
[Game] Underground Facility Management. As a secret containment bureau administrator, start with a small facility, buy dangerous anomalies on the black market, hire staff to research them for profit, and build an empire. Each corridor is both a production route and a disaster channel; profit and catastrophe share one f...
[ "C1", "C2", "C3", "C5", "C6", "C8" ]
[ "Tap room selection, position on the phone grid, and confirm. ≥8 room types—three-tier containment, laboratory, generator room, guard room, prisoner-worker cells, blast doors, monitoring room, corridors—can be placed and perform defined functions, activated through power connections. Cutting generator power starts ...
[ "During prisoner riots, low-loyalty guards may fail to respond or defect; high-loyalty guards suppress normally (loyalty × event response second-order coupling, not explicit in spec).", "Prisoners encountering escaped anomalies during escort have defined behavior—being attacked, scattering, or becoming a target—r...
[ [ "C5", "C4" ], [ "C2", "C3" ], [ "C3" ], [ "C2" ], [ "C6", "C2" ], [ "C4", "C2" ] ]
[ [ "C2" ], [ "C2" ], [ "C8", "C2" ], [ "C6", "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0625 | game_id=2928031 | version_id=6378296 | genre=simulation_sandbox | subtype=city_management | render=2D | tier=ceiling | twist=Tempting returns and runaway risk, staff loyalty and prisoner riots form risk management; failures cascade through layouts and power | flavor=The containme...
benchmark_merged.json
null
[]
null
v3_city_management_3d_072
main
mobile
3d
Simulation & Sandbox
simulation_sandbox
city_management
single-agent
medium
Late-Night Stranger Barbecue Stand: 3D street management where staff scheduling, anomaly detection, and ingredient logistics compete; another glance at the queue costs another meal served.
[Game] 3D Street-Stall Management. At a neon-lit midnight barbecue stand, anomalies disguised as customers hide in the queue. Another employee serves more meals; another inspection admits fewer monsters. Detection accuracy and serving efficiency compete for the same time. [Core mechanics] Staff: hire and schedule ≥4 ro...
[ "C1", "C2", "C3", "C4", "C6" ]
[ "Tap phone staff controls to hire, change schedules, and remove assignments. Cook, cashier, cleaner, and rider all support hiring/scheduling; their order → prepare → serve → clear behavior chains are independently observable and not conflated. Hiring a cook significantly raises throughput; removing the cashier visi...
[ "When anomalies cause accidents, present staff react—evade, interrupt actions, then resume—without permanent behavior-chain deadlock (staff × anomaly incident, not explicit in spec).", "Phone foreground validation: 7 consecutive high-demand business days remain smooth; reputation, savings, and inventory carry cor...
[ [ "C8", "C2" ], [ "C3", "C1" ], [ "C2" ], [ "C3", "C1" ], [ "C4" ], [ "C4", "C2" ] ]
[ [ "C2" ], [ "C6", "C3" ], [ "C3", "C1" ], [ "C8", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0349 | game_id=2914143 | version_id=6350933 | genre=simulation_sandbox | subtype=city_management | render=3D | tier=mid | twist=Management × spot-the-difference anomaly detection: recognition accuracy and serving efficiency compete, with staffing as the only buffer | flavor=Absurd urban...
benchmark_merged.json
null
[]
null
v3_fighting_2d_013
main
mobile
2d
Action
action
fighting
competitive
extreme
Momentum Sumo Duel: knockback resolves in real time from the difference in mass × velocity; hidden balance and stamina meters alter friction and hitstun. Leaving the ring or touching the ground with the body means defeat.
[Game] 2D Physics Sumo Duel. Push and collide one-on-one with an AI wrestler on a sumo ring, with no health bar. Win by pushing the opponent out or making their body touch the ground. Knockback is not fixed: it resolves in real time from both wrestlers' mass and velocity. Real physics creates weight; two invisible mete...
[ "C1", "C3", "C4", "C6", "C8" ]
[ "Using phone direction and charge controls, first push the same opponent from nearby at low speed, then charge with room for a run-up. The running charge pushes the opponent noticeably farther; the struck wrestler slides and slows instead of always retreating a fixed distance.", "On a phone, sprint or push contin...
[ "On a phone, after repeated attacks cause clear staggering, try charging or clinching: normal moves cannot execute immediately. Once staggering ends, tapping the same control works again rather than leaving actions permanently disabled.", "During a prolonged clinch stalemate at the ring edge, physics remains stab...
[ [ "C2" ], [ "C3" ], [ "C7", "C3" ], [ "C7", "C4" ], [ "C1" ], [ "C5", "C4" ] ]
[ [ "C1" ], [ "C1" ], [ "C4" ], [ "C2", "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0598 | game_id=1256538 | version_id=2525916 | genre=action | subtype=fighting | render=2D | tier=floor | twist=Knockback is not fixed but resolves in real time from the difference in both wrestlers' momenta; stamina exhaustion changes friction and control lag; referee decisions are veri...
benchmark_merged.json
null
[]
null
v3_interactive_fiction_2d_061
main
mobile
2d
Adventure & Puzzle
adventure_puzzle
interactive_fiction
single-agent
easy
Sunset Deadline: an apocalyptic evacuation text adventure linking five survival dimensions, a minute-scale travel map, and skill-gated narrative; every choice spends both body and time.
[Game] Apocalyptic Evacuation Text Adventure. As the city falls at dawn, cross eleven locations to a distant military base before sunset. Five survival dimensions, a minute-scale clock, and skill-gated choices interlock: each choice spends time, changes your body, and changes possibilities at the next junction. [Core m...
[ "C1", "C3", "C4", "C5" ]
[ "All five states decay with actions/time by definition, with observable threshold debuffs, such as faster energy decay below the hunger threshold.", "A weighted map of ≥10 locations exists. Movement/actions spend defined minutes; time advances without reversal. The same location returns different event sets at di...
[ "Arrival in the exact sunset minute has one defined result; time neither becomes negative nor incorrectly rolls into another day (deadline boundary timing).", "If zero health and missed sunset both apply in one turn, trigger one ending without duplicate resolution. Even with supplies exhausted, available actions ...
[ [ "C3" ], [ "C5", "C3" ], [ "C4" ], [ "C5", "C3" ], [ "C4" ], [ "C8", "C3" ] ]
[ [ "C1" ], [ "C3", "C1" ], [ "C3", "C1" ], [ "C6", "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0203 | game_id=10073601 | version_id=22776024 | genre=adventure_puzzle | subtype=interactive_fiction | render=2D | tier=mid | twist=Text adventure with strict state simulation: five states, minute-scale travel, and skill-gated narrative; low energy slows movement toward a sunset deadlin...
benchmark_merged.json
null
[]
null
v3_interactive_fiction_2d_062
main
mobile
2d
Adventure & Puzzle
adventure_puzzle
interactive_fiction
single-agent
hard
Radiation-Routed Wasteland: a text RPG where radiation rewrites attributes, dialogue, and reachable endings; the same exposure is a passport to one faction and an indictment to another.
[Game] Wasteland Text RPG. Decades after nuclear war, leave an underground shelter. Radiation is a global modifier, not a health bar: it changes attribute checks, dialogue choices, and reachable endings. Four factions judge your radiation level very differently. [Core mechanics] Radiation state: contaminated-zone expos...
[ "C1", "C2", "C3" ]
[ "Faction reputations have independent accounts. Actions affect only defined reputations; crossing tiers changes that faction's attacks/trade/help responses.", "Swipe dialogue and tap choices on a phone. At the same node, high- and low-radiation option sets differ significantly. Machine Priests' first reactions fa...
[ "When medicine lowers radiation across a tier, ongoing dialogue or quests unlocked by the high tier have defined behavior, without crashes or duplicate rewards (downward-threshold boundary).", "Even with all four factions hostile and maximum radiation, actions still advance toward at least one failure ending, wit...
[ [ "C2" ], [ "C4", "C2" ], [ "C2", "C1" ], [ "C2", "C1" ], [ "C8", "C3" ], [ "C3" ] ]
[ [ "C2", "C3" ], [ "C2", "C1" ], [ "C8", "C3" ], [ "C8", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0412 | game_id=1958211 | version_id=4159979 | genre=adventure_puzzle | subtype=interactive_fiction | render=2D | tier=mid | twist=Radiation is a global modifier rather than health: it changes attributes, dialogue, and ending routes, with opposing faction attitudes | flavor=Retrofuturist...
benchmark_merged.json
null
[]
null
v3_interactive_fiction_2d_063
main
mobile
2d
Adventure & Puzzle
adventure_puzzle
interactive_fiction
single-agent
extreme
Black-Market Data Broker: a terminal game linking push-your-luck extraction and police heat—selling creates heat, heat contaminates the draw pool, and wiping memory halves your fortune.
[Game] Cyber Black-Market Push-Your-Luck Text Game. As an underground encrypted-data broker, save one thousand credits and retire. Every download gambles on unknown file size; every sale fuels police scanning heat. Extraction and heat feed one another. [Core mechanics] Risk extraction: the steal command starts a downlo...
[ "C1", "C3" ]
[ "Tap sale quantity or wipe and confirm on a phone. Selling converts at the exchange rate and generates heat positively correlated with quantity. Wiping resets heat/capacity and halves credits exactly.", "Tap steal on a phone. File size is revealed as segments arrive; pending portions cannot be shown as known. Cap...
[ "Hundreds of turns keep values bounded and displays consistent with internal state; restart resets credits, heat, capacity, and identity effects.", "When one segment both exceeds capacity and raises honeypot heat to full, resolve clearing, confiscation, and arrest in an explicit consistent order. A crash wipe can...
[ [ "C4", "C3" ], [ "C3" ], [ "C3" ], [ "C1" ], [ "C3" ], [ "C4", "C3" ] ]
[ [ "C8", "C3" ], [ "C3", "C1" ], [ "C3" ], [ "C4", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0525 | game_id=1760557 | version_id=3708127 | genre=adventure_puzzle | subtype=interactive_fiction | render=2D | tier=floor | twist=Push-your-luck extraction and a heat-pressure clock interact bidirectionally: sales create heat, heat contaminates the draw pool with honeypots, and half-v...
benchmark_merged.json
null
[]
null
v3_interactive_fiction_2d_064
main
mobile
2d
Adventure & Puzzle
adventure_puzzle
interactive_fiction
single-agent
medium
Ten Days on a Desert Island: a text simulation of civilization's collapse rate; four variables pull against each other as campers vote with their feet. Decisions must interrupt the supply-shortage/savagery death spiral.
[Game] Desert-Island Group Collapse Text Simulation. After a plane crash, you become a youth camp's leader. A patrol boat passes in ten days. Sanity, beacon fire, savagery, and supplies pull against one another; children vote with their feet between order and barbarism. You manage the speed of civilization's collapse. ...
[ "C1", "C2", "C3", "C4" ]
[ "Four variables drift by definition within 0–100. Unattended fire fades daily and consumes supplies; entering shortage increases savagery drift.", "Each savagery tier crossing causes defined named-member departures to the hunters that night; changing camp manpower immediately changes gathering/firekeeping multipl...
[ "Named children joining hunters later appear as named opponents in raids/thefts, or their names appear in logs, rather than disappearing (member movement → event-role continuity second-order chain, not explicit in spec).", "If savagery crosses several tiers in one night, transfer actual members according to defin...
[ [ "C3" ], [ "C3" ], [ "C2", "C3" ], [ "C1" ], [ "C3", "C1" ], [ "C1" ] ]
[ [ "C1" ], [ "C3" ], [ "C5", "C3" ], [ "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0624 | game_id=8340782 | version_id=18768654 | genre=adventure_puzzle | subtype=interactive_fiction | render=2D | tier=mid | twist=Faction movement adds to four-variable dynamics: supplies → savagery → departures → output forms a positive-feedback spiral; manage collapse speed | flavor=...
benchmark_merged.json
null
[]
null
v3_interactive_fiction_2d_065
main
mobile
2d
Adventure & Puzzle
adventure_puzzle
interactive_fiction
single-agent
easy
Ruin Night Watch: five-night turn-based survival where observing feeds threats; electricity, noise, and information compete, and every camera check trades power for attracting machines.
[Game] Industrial-Ruin Night-Watch Text Simulation. Guard an abandoned automaton factory's control room for five nights. Electricity is your only budget; gathering information itself creates threat-feeding noise. Every camera check trades power consumption against attracting machines. [Core mechanics] Turn-based nights...
[ "C1", "C2", "C3" ]
[ "Issue door/camera commands by phone touch. Each deducts defined power; battery depletion enters observable blackout with doors/cameras actually disabled.", "Each camera returns only its covered rooms' true current-turn state; uncovered rooms are not directly observable.", "Use phone commands associated with th...
[ "Automatons banging against a closed door add noise and may attract others: defense itself creates noise (defense → noise → threat second-order chain, not explicit in spec).", "Blackout automaton behavior is defined, without freezing or teleporting directly to control; the exact zero-power turn has one resolution...
[ [ "C1" ], [ "C5" ], [ "C5", "C3" ], [ "C4" ], [ "C1" ], [ "C4", "C1" ] ]
[ [ "C2" ], [ "C2", "C1" ], [ "C4", "C3" ], [ "C6", "C5" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0729 | game_id=4559060 | version_id=9826652 | genre=adventure_puzzle | subtype=interactive_fiction | render=2D | tier=mid | twist=Every command consumes power and generates noise; information acquisition feeds threats, making information/power/noise mutually competing; turn-based text r...
benchmark_merged.json
null
[]
null
v3_interactive_fiction_2d_066
main
mobile
2d
Adventure & Puzzle
adventure_puzzle
interactive_fiction
single-agent
medium
Twelve Days on Grey Gull Island: a text simulation whose action economy feeds deterministic escape judgment; twelve days of three ledgers are settled on the final night by an enumerable function.
[Game] Island-Prison Escape Text Simulation. Grey Gull Island Prison supposedly has no escapes. You have twelve days. Every daytime action marks stamina, reputation, and alertness ledgers; night twelve's escape is a cold deterministic function enumerating tool combinations and attribute thresholds into freedom or failu...
[ "C1", "C3" ]
[ "Tap day/night actions on a phone. Alertness 100 causes same-day capture defeat; stamina zero same-day exhaustion defeat. Night twelve produces success or differentiated failure by the resolver, with distinct text.", "Choose one of three daily phone actions; stamina, reputation, and alertness change as defined wi...
[ "Holding contraband such as the uniform or master key increases search probability or alertness growth versus empty hands; tools cost something during possession, not only entering the final check (tools × alertness second-order coupling, not explicit in spec).", "If day twelve's action reaches zero stamina or al...
[ [ "C3", "C1" ], [ "C3" ], [ "C1" ], [ "C1" ], [ "C1" ], [ "C1" ] ]
[ [ "C4", "C3" ], [ "C3", "C1" ], [ "C3" ], [ "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0921 | game_id=8433835 | version_id=18953853 | genre=adventure_puzzle | subtype=interactive_fiction | render=2D | tier=floor | twist=The ending is a pure deterministic function: tool combination × alertness threshold × scouting progress is enumerably verifiable; the action economy feeds...
benchmark_merged.json
null
[]
null
v3_negotiation_2d_096
main
mobile
2d
Social & Tabletop
social_tabletop
negotiation
mixed-motive
hard
Whispering History Rewriter: influence others' choices through whispers to rewrite world cascades; each intervention burns one of your memories, turning forgotten names into gibberish in the log.
[Game] The Whisperer. You cannot act personally, only whisper, sow doubt, or inspire others to change the world. Each intervention costs one memory of your own; forgotten names become gibberish in your log. [Core mechanics] NPC minds: ≥12 key NPCs in ≥4 factions track beliefs, courage, suspicion, and other attributes. ...
[ "C1", "C2", "C3" ]
[ "Tap an NPC and doubt/encouragement choices on a phone. Applying them separately shifts the same NPC's later choice in opposite, semantically consistent directions (mind-model comparison).", "One key choice triggers ≥2 subsequent links through faction relationships, such as war → ally involvement → trade interrup...
[ "Forgotten NPCs with garbled names still relay rumors. Memory erosion removes player precision, not NPC-to-NPC information flow; whispers relayed through them still influence third parties (memory ledger × information network second-order coupling, not explicit in spec).", "When a forgotten NPC leads a world even...
[ [ "C4", "C2" ], [ "C2" ], [ "C5", "C2" ], [ "C2", "C3" ], [ "C2", "C1" ], [ "C1" ] ]
[ [ "C2" ], [ "C2" ], [ "C2", "C3" ], [ "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0562 | game_id=1837654 | version_id=3878541 | genre=social_tabletop | subtype=negotiation | render=2D | tier=ceiling | twist=The cost strikes the information layer: forgotten names garble in logs, familiar map regions turn dark again | flavor=The ultimate question: 'save the world and f...
benchmark_merged.json
null
[]
null
v3_negotiation_2d_097
main
mobile
2d
Social & Tabletop
social_tabletop
negotiation
mixed-motive
extreme
Swordless Chronicles: medieval politics without direct combat, linking diplomacy, economics, and governance from merchant bargaining to coronation.
[Game] Swordless Chronicles. Medieval open-world political strategy with no direct combat. All conflict uses negotiation, alliances, trade routes, and governance. Rise from traveling merchant to crowned king; every decision has long-term consequences. [Core mechanics] Diplomacy: ≥5 factions track reputations toward you...
[ "C1", "C2", "C3" ]
[ "Tap countries and diplomacy, troop, or proxy options on a phone. Below-threshold reputation rejects alliances and may create hostility; gifts and fulfilled promises raise reputation so the same proposal can pass. Troops, blockades, or proxy funding yield simulated results with inspectable ownership, trade access, ...
[ "Warring factions lose population/output; postwar market supply recovers with delay, transmitting war through governance into economics (three-link propagation, not explicit in spec).", "Player grain hoarding that causes famine harms their own territory's sentiment/population: speculation's governance backlash (n...
[ [ "C8", "C4" ], [ "C2", "C3" ], [ "C1" ], [ "C8", "C3" ], [ "C3" ], [ "C2", "C3" ] ]
[ [ "C2", "C3" ], [ "C1" ], [ "C1" ], [ "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0355 | game_id=7211477 | version_id=16235539 | genre=social_tabletop | subtype=negotiation | render=2D | tier=mid | twist=Action combat is explicitly forbidden; negotiation and indirect strategy handle all conflict, with diplomacy/economics/governance supplying all depth | flavor=The sw...
benchmark_merged.json
null
[]
null
v3_negotiation_3d_098
main
mobile
3d
Social & Tabletop
social_tabletop
negotiation
mixed-motive
extreme
Globe War Room: choose between two options on a crisis card every 30 seconds; four global gauges and a 20-country state network pull against each other. A zero gauge turns Earth gray.
[Game] Global Consul. A draggable globe in a 3D war room presents one two-choice crisis card every 30 seconds. Economy, ecology, diplomacy, and order gauges end play if any reaches zero. Every decision changes specific countries, which feed back into the gauges. [Core mechanics] Gauge dynamics: each card's options have...
[ "C1", "C3", "C4" ]
[ "Tap crisis choices on a phone. Gauge directions match semantics and actually apply, such as green investment raising ecology/lowering economy. During observation without aid/sanctions, all four visibly drift slowly, requiring balancing (card and time pathways).", "Aid raises target stability, shifts its color gr...
[ "After sanctions reduce wealth, the same card's later gauge impact on that country changes: sanctions alter future scaling bases, creating delayed backlash (sanctions × card scaling second-order coupling, not explicit in spec).", "Drag the globe and tap countries. While crisis cards show, globe dragging and count...
[ [ "C3" ], [ "C6", "C3" ], [ "C3" ], [ "C7", "C1" ], [ "C5", "C1" ], [ "C8" ] ]
[ [ "C3" ], [ "C4", "C2" ], [ "C4" ], [ "C3", "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0979 | game_id=9187220 | version_id=20614802 | genre=social_tabletop | subtype=negotiation | render=3D | tier=floor | twist=Balancing choices on an interactive globe: card impacts scale with target attributes, while aid/sanctions form diplomatic feedback | flavor=War Room command-center...
benchmark_merged.json
null
[]
null
v3_platformer_2d_008
main
mobile
2d
Action
action
platformer
single-agent
extreme
Gravity Fades with Altitude: single-pick swinging physics × reachability-guaranteed generation × atmospheric layers × same-rule AI climbers, from foothills through the atmosphere into weightless void.
[Game] Endless Single-Pick Climb. A climber grips one ice pick with both hands, ascending from foothills through atmospheric layers into weightless void. Swing physics, generated holds, and altitude-reduced gravity reshape one another; AI climbers following identical rules compete on the same wall. [Core mechanics] Pic...
[ "C1", "C2", "C3", "C4", "C5", "C6" ]
[ "Use screen touch to aim/launch, anchor, and detach. Tips anchor only to holds; bodies swing around anchors and gain momentum with amplitude. Beyond-arm-span holds cannot be directly reached; detachment causes falling (pick/body chain).", "On a phone, climb normally through 3 newly generated wall segments. Each h...
[ "In a layer with clear wind direction on a phone, anchor without actively swinging the pick. Wind visibly pushes body swing directionally, not just backgrounds/particles.", "Climb alongside AI on the same hold route. Close contact blocks or pushes; bodies cannot fully overlap and pass through.", "Detach and fal...
[ [ "C4" ], [ "C1" ], [ "C5", "C4" ], [ "C6" ], [ "C2", "C1" ], [ "C5", "C4" ] ]
[ [ "C6" ], [ "C2" ], [ "C6", "C4" ], [ "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0730 | game_id=2784326 | version_id=6114200 | genre=action | subtype=platformer | render=2D | tier=ceiling | twist=Single-pick swing physics, reachable procedural holds, and altitude-decreasing gravity interlock; generator parameters must follow physics | flavor=Endless life in bottomle...
benchmark_merged.json
null
[]
null
v3_platformer_2d_009
main
mobile
2d
Action
action
platformer
single-agent
easy
Politics Is Counterweight: carry your entire kingdom to a new capital; every subject's request changes the structure's mass distribution in real time. Governance and physics share variables.
[Game] Journey Bearing a Kingdom. A newly crowned monarch straps the whole kingdom to their back and walks to relocate the capital. Every request becomes actual ballast. Politics and physics share variables. You cannot jump, fight, or put down the kingdom. [Core mechanics] Carrying physics: a stacked back-mounted struc...
[ "C1", "C3", "C8" ]
[ "Tap request-card acceptance/rejection on a phone. Farmer/noble/soldier/engineer requests add or alter appropriate parts at their positions. Rejection accumulates resentment, observably increasing tremor frequency/intensity (governance).", "Accepting a taller tower raises the center of mass and gives significantl...
[ "Broken parts physically roll down slopes; their loss reduces total mass and changes subsequent swaying (loss → mass-distribution feedback, not explicit in spec).", "Rejecting every request still allows travel: lighter structure but frequent tremors, without deadlock and with normal outcomes (degenerate situation...
[ [ "C8", "C1" ], [ "C1" ], [ "C7", "C6" ], [ "C8" ], [ "C6", "C4" ], [ "C8", "C5" ] ]
[ [ "C7", "C6" ], [ "C1" ], [ "C8", "C4" ], [ "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0742 | game_id=2606294 | version_id=5674121 | genre=action | subtype=platformer | render=2D | tier=mid | twist=Governance decisions directly become ballast: adding towers raises center of mass; rejecting farmers causes tremors; politics and physics use the same variables | flavor=Three ...
benchmark_merged.json
null
[]
null
v3_puzzle_2d_054
main
mobile
2d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
hard
Sunken Symphony Library: sonar-submarine puzzles where lighting, mechanisms, and sentinel aggression all follow a musical timeline.
[Game] Underwater Beat-Navigation Puzzles. A sunken ancient library runs on a looping composition. Lights, mechanisms, and sentinel aggression follow its timeline. Pilot a small sonar-seeing submersible, read the score, and move to the beat. [Core mechanics] Beat timeline: the looping composition is the world clock, di...
[ "C1", "C2", "C3", "C4", "C6", "C8" ]
[ "Hold phone sonar to charge and release. Pulses reveal outlines then fade after seconds; high charge reveals farther than low (tier comparison). Canceled touch stops charging without leaving a held state.", "Open deep water continually damages integrity, air pockets restore slowly, sentinel impacts heavily damage...
[ "If an 8-measure gate move overlaps the player, defined pushing or collision damage prevents clipping or trapping (mechanism movement × integrity second-order coupling, not explicit in spec).", "Beat flashes actually illuminate surroundings; during them, outlines are briefly visible without sonar (lighting × visi...
[ [ "C6", "C4" ], [ "C2", "C3" ], [ "C2" ], [ "C1" ], [ "C6", "C2" ], [ "C7", "C5" ] ]
[ [ "C2" ], [ "C6" ], [ "C8", "C2" ], [ "C8", "C2" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0529 | game_id=2109408 | version_id=4504489 | genre=adventure_puzzle | subtype=puzzle | render=2D | tier=mid | twist=BGM is the world clock: mechanisms, lights, and aggression follow music, linking rhythm scheduling, sonar visibility, and hull resources | flavor=A music fan's underwater...
benchmark_merged.json
null
[]
null
v3_puzzle_2d_055
main
mobile
2d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
extreme
Echo Abyss: seeing exposes you in a pitch-black maze; sonar wireframes and sound-hunting predators share one noise economy.
[Game] Pitch-Black Maze Sonar Stealth. A blind drone is trapped in a rotating, reshaping underground maze. Sonar pulses reveal wireframes, but hunters track those same sounds. Visibility costs exposure; price every decibel. [Core mechanics] Acoustic reveal: waves expand from the drone through total darkness. Struck wal...
[ "C1", "C2", "C3", "C5", "C6", "C8" ]
[ "Move by touch to activate checkpoints. Specified blocks rotate/recombine by rule, closing old routes or opening actually traversable new ones (topology recalculation consistency).", "Deliver 3 core frequencies to central Echo Chamber to win; hunter contact and battery exhaustion independently trigger defeat.", ...
[ "Hunters' own movement makes player-perceivable sound through directional audio or ripples; the noise economy applies symmetrically (acoustic-world symmetry, not explicit in spec).", "Blocks overlapping players/hunters during transformation push them to nearest legal positions, without trapping or clipping (trans...
[ [ "C4" ], [ "C1" ], [ "C6", "C5" ], [ "C6", "C4" ], [ "C7", "C2" ], [ "C4", "C3" ] ]
[ [ "C7", "C3" ], [ "C2", "C1" ], [ "C8", "C5" ], [ "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0588 | game_id=9858840 | version_id=22261664 | genre=adventure_puzzle | subtype=puzzle | render=2D | tier=ceiling | twist=The shared-resource paradox 'seeing = exposure' governs navigation, visibility, evasion, and map memory, linking acoustics, hunter AI, topology, and battery economic...
benchmark_merged.json
null
[]
null
v3_puzzle_2d_056
main
mobile
2d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
hard
A Guaranteed Alarm-Free Path: endless top-down infiltration with freshly generated levels and a solver guaranteeing a stealth route.
[Game] Endless Top-Down Stealth. Each generated floor passes an internal solver guaranteeing at least one alarm-free route. Guard vision and hearing form the level's sole language; play against perception rules in a guaranteed-solvable maze. [Core mechanics] Guards: rotating fan-shaped vision cones and hearing radii; t...
[ "C1", "C2", "C5", "C6" ]
[ "Use touch directions, crouch, and takedown controls. Walking shows a noise circle, crouching removes it. Takedowns require crouching in the rear blind spot; downed guards no longer perceive.", "Enter 3 new floors consecutively on a phone. Traverse each from entrance to exit using normal stealth without suspicion...
[ "A takedown seen inside another guard's cone triggers that guard's alarm (takedown × third-party vision second-order coupling, not explicit in spec).", "Alarmed pursuit follows traversable routes around walls, not straight through them (pursuit × geometry, not explicit in spec).", "On later phone floors with mo...
[ [ "C4", "C2" ], [ "C5", "C1" ], [ "C7", "C2" ], [ "C6", "C5" ], [ "C5", "C2" ], [ "C2", "C1" ] ]
[ [ "C2" ], [ "C2" ], [ "C6", "C5" ], [ "C8", "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0644 | game_id=3494224 | version_id=7556001 | genre=adventure_puzzle | subtype=puzzle | render=2D | tier=mid | twist=Generator/solver directly interlock with guard perception: each floor guarantees an alarm-free route, placing solvability guarantees on perception rules | flavor=A hardco...
benchmark_merged.json
null
[]
null
v3_puzzle_3d_057
main
mobile
3d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
hard
Magnetic-Field Sculptor: electromagnetic trajectory puzzles where you place magnets, tune flux intensity, and let the Lorentz force turn for you.
[Game] Electromagnetic Trajectory Puzzles. Do not control the charged particle directly. Place magnets and tune flux intensity in three-dimensional levels, letting the Lorentz force carve a path into an exit portal. [Core mechanics] Particle dynamics: each level specifies positive/negative charge and initial velocity. ...
[ "C1", "C3", "C4", "C6" ]
[ "Positive and negative particles deflect oppositely near the same magnet; increasing strength visibly increases curvature for identical incoming trajectories (charge/strength comparisons).", "Tap phone magnets to change polarity, strength, or placement. Fixed, reversible, and pulsed types follow definitions; reve...
[ "Overlapping pulsed-magnet windows and background reversals apply both effects simultaneously on the timeline without swallowing either (superposition timing boundary).", "Phone foreground: fast particles, multiple magnets, and changing fields remain smooth. Identical levels/layouts at normal versus accelerated t...
[ [ "C6" ], [ "C6", "C4" ], [ "C6" ], [ "C6", "C4" ], [ "C6", "C5" ], [ "C6", "C5" ] ]
[ [ "C1" ], [ "C6", "C5" ], [ "C6", "C5" ], [ "C6", "C5" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0780 | game_id=4777849 | version_id=10295765 | genre=adventure_puzzle | subtype=puzzle | render=3D | tier=ceiling | twist=Verifiable electromagnetic physics: trajectories deterministically recalculate from fields; background variation, player layout, charged obstacles, and dynamics supe...
benchmark_merged.json
null
[]
null
v3_puzzle_3d_060
main
mobile
3d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
easy
Two Doors and Bed Shadows: breathing tells you whether to close a door or shine a light, while little shadows quietly gather on the bed whenever your attention is elsewhere.
[Game] Two-Door Bedroom Night Watch. From midnight to dawn, you are trapped in a bedroom with only a left door, a right door, and a bed. Your ears provide the only reliable intelligence: faint breathing beyond a door determines whether to close it or shine a light, while little crawling shadows quietly gather on the be...
[ "C1", "C3", "C4", "C7" ]
[ "Rapidly tap the light on a phone until a short circuit triggers; the light temporarily cannot illuminate. Stop rapid tapping and wait for the displayed cooldown to end; lighting becomes available again. Switching positions cannot clear the short circuit early.", "Approach left and right doors separately on a pho...
[ "On a phone, switch in order to the left door, right door, and bed, and use light or door controls according to the current view. Actions affect only the current position; switching to bed cannot accidentally shut another door, and the player cannot appear in two positions simultaneously.", "When a finger lifts, ...
[ [ "C5" ], [ "C7" ], [ "C1" ], [ "C1" ], [ "C1" ], [ "C5", "C1" ] ]
[ [ "C6", "C4" ], [ "C5", "C4" ], [ "C8", "C3" ], [ "C5" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0860 | game_id=981254 | version_id=1959271 | genre=adventure_puzzle | subtype=puzzle | render=3D | tier=floor | twist=The player's specification reaches pseudocode detail: it tests strict implementation of a deterministic state machine plus reliable, replayable audio-cue timing; mutuall...
benchmark_merged.json
null
[]
null
v3_racing_sports_2d_014
main
mobile
2d
Action
action
racing_sports
single-agent
extreme
Acoustic-Wanted Street Racing: engine swaps change power and noise radius together; police use hearing and appearance memory, while smuggling profits pay to clear your car's identity.
[Game] 2D Anti-Wanted Street Racing. Underground tuning in the night city: top cars are illicit prototypes smuggled from the cargo port, not bought. Stronger engines are louder and attract police faster. Once chased, your appearance is remembered citywide; sound, appearance, and wallet form a loop. [Core mechanics] Dri...
[ "C1", "C2", "C3", "C6", "C8" ]
[ "Tap the phone garage panel to swap engines, and test with identical touchscreen throttle and steering inputs. A powerful engine measurably increases acceleration/top speed and noise radius; swapping back lowers both (state consistency). Simultaneous throttle/steering touch works; releasing each stops its ongoing i...
[ "Confiscated engines fully leave inventory; repeated smuggling/arrest cannot duplicate engines or money (conservation robustness).", "Restart resets wanted memory, reputation, funds, and garage (state reset).", "Phone repaint clearing removes only appearance recognition, not current engine noise. A cleared nois...
[ [ "C8", "C4" ], [ "C6", "C2" ], [ "C4", "C3" ], [ "C2", "C1" ], [ "C6", "C4" ], [ "C6" ] ]
[ [ "C3", "C1" ], [ "C8", "C2" ], [ "C1" ], [ "C3", "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0485 | game_id=3013934 | version_id=6547486 | genre=action | subtype=racing_sports | render=2D | tier=ceiling | twist=Sound, appearance, and wanted-state machines interlock: stronger engines are louder and more exposed; clearing identity spends smuggling profits | flavor=Underground tun...
benchmark_merged.json
null
[]
null
v3_roguelike_2d_036
main
mobile
2d
RPG
rpg
roguelike
single-agent
extreme
Phantom Thief Vault Cycle: traps follow learnable rhythms, stolen gems rewrite security rules, and greater theft makes the next vault more heavily guarded.
[Game] Infiltration Treasure Dungeon. Be a phantom thief in procedural vault mazes. Traps follow learnable rhythms; stolen gems themselves rewrite security, while greater theft strengthens the next vault. [Core mechanics] Generate multilayer vaults with corridors, cases, secret passages, and exits. Internal checks guar...
[ "C1", "C3", "C5", "C6" ]
[ "Generate 10 vaults consecutively; internal validation confirms feasible entrance → core display → exit routes without inevitable lethal traps, and reference replays pass (constructive solvability).", "Laser phases/blade periods repeat stably; plates trigger alarms; guard patrol → alarm search → timed return tran...
[ "Invisible players still trigger pressure plates; invisibility deceives guard vision, not physical mechanisms (power scope × physical-trap boundary, not explicit in spec).", "Power expiry inside guard vision immediately causes detection/pursuit without lingering invincibility frames (expiry boundary).", "Phone ...
[ [ "C1" ], [ "C2" ], [ "C8", "C4" ], [ "C5", "C4" ], [ "C6", "C2" ], [ "C8", "C4" ] ]
[ [ "C6", "C2" ], [ "C2" ], [ "C8", "C6" ], [ "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0523 | game_id=2962900 | version_id=6447496 | genre=rpg | subtype=roguelike | render=2D | tier=mid | twist=Self-validating generation plus gem powers rewriting security; bounty turns greed directly into next-run generation difficulty | flavor=The gambler's question: 'secure the small di...
benchmark_merged.json
null
[]
null
v3_roguelike_2d_038
main
mobile
2d
RPG
rpg
roguelike
single-agent
medium
Echo Eater: control the protagonist's echo from three seconds ago; the body advances autonomously, enemies track both entities, and excess echoes tear time and shatter terrain.
[Game] Echo Eater. A looping arena with inverted control: control the protagonist's three-seconds-old echo, not the protagonist. The body advances independently, enemies watch both, and too many echoes tear time and destroy the floor. [Core mechanics] Delayed control: input enters a fixed three-second buffer, reproduce...
[ "C1", "C2", "C4", "C5", "C8" ]
[ "Enemies can follow echoes away from the body; learning enemies begin observable predictive interception after repeated identical movement.", "Use touch directions/skills to record/replay echoes. Pretriggering a trap with an echo lets the body safely follow its original route; without intervention, the same trap ...
[ "Vary touch-direction hold durations and release rhythms. Deliberately changed input rhythms observably reduce learning enemies' interception accuracy: learning uses distributions and can be countered (enemy learning × inputs, not explicit in spec).", "Pause freezes buffers, echo playback, and enemies. Resume nei...
[ [ "C2" ], [ "C7", "C4" ], [ "C4" ], [ "C7", "C6" ], [ "C6", "C5" ], [ "C6", "C5" ] ]
[ [ "C5", "C4" ], [ "C8", "C4" ], [ "C8", "C4" ], [ "C5", "C2" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0919 | game_id=8571945 | version_id=19196940 | genre=rpg | subtype=roguelike | render=2D | tier=ceiling | twist=Inverted control: inputs act through echoes three seconds later; think into past and future simultaneously; deterministic replay is the gameplay itself | flavor=A declaration ...
benchmark_merged.json
null
[]
null
v3_rts_2d_020
main
mobile
2d
Strategy
strategy
rts
competitive
extreme
Pixel-Front Conquest: no provinces; fronts advance pixel by pixel. Population, morale, and culture power nations; AI conducts organized, goal-directed campaigns instead of border skirmishes.
[Game] 2D Pixel-Front Conquest Grand Strategy. On a procedural pixel continent without provinces, every pixel is territory and fronts advance like tides. Compete with multiple AI nations for people, resources, and continental dominance. AI fights organized campaigns with goals, not random border friction. [Core mechani...
[ "C1", "C2", "C3", "C6" ]
[ "Population grows over time, changing army limits/output; regions with persistently low morale actually rebel during observation (state + statistical assertions).", "Tap territory and attack/retreat orders on a phone. Conquest goals win; loss of all core areas loses. Significantly outnumbered AI visibly retreats ...
[ "Newly conquered territories with different culture have lower morale and higher rebellion risk than the homeland (conquest × culture second-order chain, not explicit in spec).", "Rebellion immediately reduces that region's contribution to national army limits/output (rebellion × economy second-order inference, n...
[ [ "C5", "C3" ], [ "C4", "C2" ], [ "C5", "C4" ], [ "C3" ], [ "C5", "C4" ], [ "C6", "C5" ] ]
[ [ "C1" ], [ "C5", "C3" ], [ "C2" ], [ "C3", "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0216 | game_id=2658179 | version_id=5805550 | genre=strategy | subtype=rts | render=2D | tier=ceiling | twist=Explicitly rejects provinces for flowing pixel fronts; territory-simulation scale couples with AI campaign planning, and visible hover war goals make strategy verifiable | flavo...
benchmark_merged.json
null
[]
null
v3_rts_2d_022
main
mobile
2d
Strategy
strategy
rts
competitive
medium
Bonded Fortress Academy: fight over energy, defenses, and hearts; every point of student affection directly changes fortress defenses.
[Game] Fortress Academy RTS. As new commander of a neon city's last fortress academy, build from nothing and resist viral-beast waves. True strength lies in hearts: each bond with an elite student directly affects defenses. [Core mechanics] Base/energy: build generators, collectors, towers, laboratories, and other faci...
[ "C1", "C3", "C6" ]
[ "Tap allocation controls or drag phone energy sliders. Moving energy from research to towers slows cure progress and raises defense output, demonstrating competition among three allocations. Identical seeded operations reproduce the run.", "Build generators, collectors, towers, and labs via phone panels. Faciliti...
[ "Tapping phone dialogue or gift options during waves initiates interactions that are reasonably queued or disabled. Affection changes at wave settlement do not double-count; restart resets affection, infection, and energy (boundary timing).", "Phone foreground: large late-game waves, multisector infection, and fu...
[ [ "C4" ], [ "C8", "C1" ], [ "C5", "C4" ], [ "C8", "C2" ], [ "C2" ], [ "C5", "C3" ] ]
[ [ "C8", "C5" ], [ "C6" ], [ "C8", "C3" ], [ "C8", "C2" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0715 | game_id=9257901 | version_id=20822966 | genre=strategy | subtype=rts | render=2D | tier=mid | twist=Romance is combat power, not a side story: affection directly changes defense values and battle results feed back into affection | flavor=Japanese cyberpunk academy plus a military...
benchmark_merged.json
null
[]
null
v3_sandbox_open_world_2d_078
main
mobile
2d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
mixed-motive
extreme
God and the Court: a six-color island-faction god simulator where autonomous evolution, international sanctions, and player disasters/plagues contend; international law emerges in a chaotic sandbox.
[Game] 2D Pixel God Simulator. Six color-coded factions occupy separate islands and evolve autonomously from the Stone Age to bombers. This chaotic sandbox has international law: a world court sanctions every atrocity, while your meteors and plagues continually challenge its order. [Core mechanics] Faction evolution: s...
[ "C1", "C2", "C3", "C6" ]
[ "Trade partners exchanging ships advance technology significantly faster than nontrading comparisons; allied factions do not declare war on each other while allied.", "Disasters visibly destroy regions. Infected units actually join faction seven, attack their former faction, and spread infection through contact."...
[ "Finger-drag a terrain brush to connect islands by land bridge; war AI uses the new land route (terrain rewriting × war AI second-order coupling, not explicit in spec).", "Infected trade ships or landing troops carry plague to destination islands, enabling cross-sea spread (propagation × shipping second-order cou...
[ [ "C2" ], [ "C5", "C2" ], [ "C1" ], [ "C8", "C6" ], [ "C8", "C5" ], [ "C2" ] ]
[ [ "C5", "C4" ], [ "C1" ], [ "C2" ], [ "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0316 | game_id=6679717 | version_id=14807486 | genre=simulation_sandbox | subtype=sandbox_open_world | render=2D | tier=mid | twist=International law inside a chaos sandbox: the court automatically judges atrocities and sanctions them; player chaos tools continually contest the order sy...
benchmark_merged.json
null
[]
null
v3_sandbox_open_world_2d_081
main
mobile
2d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
single-agent
hard
Gravity Feeding Route: grow from a fragment to planetary size; many-body gravity is both road network and weapon, and each collision creates new inhabitants for the system.
[Game] Deep-Space Survival Sandbox. Drift as a small body through a system with real mutual gravity, growing by consuming smaller fragments and migrating by planetary slingshots. Every collision creates new fragment entities. Your mass is food, gravity, and a constraint on maneuverability. [Core mechanics] Gravity: bod...
[ "C1", "C3", "C8" ]
[ "Two resting bodies accelerate toward each other. A small body released with suitable tangential speed forms a stable closed orbit; insufficient tangential speed decays each revolution until crashing. An identical incoming trajectory passing a massive body exits significantly faster than a distant comparison (mutua...
[ "Nearby fragments with sufficient combined mass reassemble/accrete under gravity into a new body rather than dispersing forever (collision × gravity second-order coupling, not explicit in spec).", "Stellar evaporation affects nonplayer bodies too: fragments/asteroids lingering nearby lose mass, weaken their influ...
[ [ "C6", "C2" ], [ "C1" ], [ "C1" ], [ "C6", "C4" ], [ "C1" ], [ "C6", "C4" ] ]
[ [ "C1" ], [ "C1" ], [ "C4", "C2" ], [ "C8" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0673 | game_id=6159038 | version_id=13394772 | genre=simulation_sandbox | subtype=sandbox_open_world | render=2D | tier=mid | twist=Fragments are new entities: collisions continually create gravitational participants at thousand-body scale; orbital slingshots are core movement, and mass...
benchmark_merged.json
null
[]
null
v3_sandbox_open_world_3d_079
main
mobile
3d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
single-agent
hard
Continent of Three Timescales: a floating-world god simulation where instant miracles, seasonal climate, and century-scale erosion leave overlapping, traceable causes on one surface.
[Game] 3D Floating-Continent God Simulator. A continent lives beneath your gaze in endless sky. Miracles split mountains instantly, rivers carve canyons over centuries, and seasonal climate redirects harvests and herds. Three timescales leave traces on one surface. [Core mechanics] Biomes: blend height, rainfall, and s...
[ "C1", "C3", "C5" ]
[ "Tap a miracle and terrain target on a phone. Four miracles produce corresponding accelerated vegetation, scorch, rift, and crater changes immediately, with persistent traces.", "Compare sustained drought and normal rain. Drought lowers yields and visibly moves herds/tribes to wet areas (weather → yield → migrati...
[ "A meteor crater blocking a river or occupying a catchment accumulates a lake over time and changes nearby biomes (deformation × hydrology second-order coupling, not explicit in spec).", "Persistent herd concentration lowers vegetation capacity and shifts biomes toward barrenness: migration feeds back into terrai...
[ [ "C6", "C5" ], [ "C2", "C3" ], [ "C5", "C4" ], [ "C6" ], [ "C8" ], [ "C7", "C2" ] ]
[ [ "C6" ], [ "C2", "C3" ], [ "C5", "C3" ], [ "C5" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0440 | game_id=9364974 | version_id=21143075 | genre=simulation_sandbox | subtype=sandbox_open_world | render=3D | tier=ceiling | twist=Three timescales—instant miracles, seasonal climate, century erosion—act on one terrain and leave overlapping traceable marks | flavor=God's-eye terrai...
benchmark_merged.json
null
[]
null
v3_shooter_2d_002
main
mobile
2d
Action
action
shooter
single-agent
medium
Shoot to See: fast negative-space shooting where visibility, recoil movement, and fuel-life share one trigger; darkness creeps inward from wounds.
[Game] Negative-Space Action Shooter. The world is pure black and you are a white spark. Shooting reveals terrain in a muzzle flash while recoil pushes you backward. Seeing, moving, and surviving share the trigger. [Core mechanics] Visibility: only a faint halo surrounds the player; all terrain/enemies hide in darkness...
[ "C1", "C3", "C4", "C6", "C8" ]
[ "High erosion gives a significantly smaller halo than no-erosion comparison (erosion × visibility assertion).", "On a phone, enter combat with multiple enemies and fire continuously to create multiple flashes. Enemies/player keep acting; aiming, firing, and dashing remain responsive without sustained freezes bloc...
[ "Use phone touchscreen directional controls and melee-action buttons at zero fuel. Fuel-free basic movement/melee remain available without immobile deadlock.", "Spend fuel and suffer erosion on a phone, then restart. Fuel and halo reset; old enemy corpses/muzzle flashes do not remain.", "After a successful phon...
[ [ "C6" ], [ "C4", "C2" ], [ "C6", "C5" ], [ "C6", "C4" ], [ "C8", "C2" ], [ "C5", "C2" ] ]
[ [ "C8", "C4" ], [ "C5", "C2" ], [ "C2", "C3" ], [ "C4", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0587 | game_id=6981783 | version_id=15607434 | genre=action | subtype=shooter | render=2D | tier=mid | twist=Visibility, movement, and resources cost each other: seeing requires firing, which recoils and burns fuel; healing requires close executions while erosion narrows vision | flavor...
benchmark_merged.json
null
[]
null
v3_social_deduction_2d_093
main
mobile
2d
Social & Tabletop
social_tabletop
social_deduction
mixed-motive
hard
After-School Lockdown Night: 20 trapped students ally and do secret tasks by day, then vote for exile after nightly disasters that change witnessing conditions and scramble suspicion.
[Game] School Night-Lock Social Deduction. After the bell, 20 students are locked inside. Scavenge, ally, and do secret tasks by day; after nighttime disasters, everyone votes to exile. Any observed action might be a task or sabotage. [Core mechanics] Roles: 19 local AI students plus player simulate multiplayer; ≥3 hid...
[ "C1", "C2" ]
[ "After AI witnesses suspicious actions—presence near sabotage or exposed lies—suspicion toward the target rises and affects speech/voting.", "Tap phone interactions/dialogue/votes. Day permits scavenging, alliances, secret tasks; night brings disasters/votes. Action sets switch correctly in strict alternation. Ea...
[ "After exile reveals identity, AI retrospectively revises suspicion of the exile's allies; revelation propagates through alliances at second order (not explicit in spec).", "Disasters interrupting votes, such as mid-vote evacuation, give submitted votes defined cancellation or deferral without double counting.", ...
[ [ "C2" ], [ "C5", "C2" ], [ "C6", "C5" ], [ "C2" ], [ "C1" ], [ "C6" ] ]
[ [ "C2" ], [ "C1" ], [ "C2" ], [ "C5", "C2" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0611 | game_id=8791514 | version_id=19683841 | genre=social_tabletop | subtype=social_deduction | render=2D | tier=mid | twist=Random disasters disrupt witnesses/votes while secret tasks feed suspicion; strongly multiplayer play becomes local AI-player simulation | flavor=Viral party en...
benchmark_merged.json
null
[]
null
v3_social_deduction_3d_092
main
mobile
3d
Social & Tabletop
social_tabletop
social_deduction
competitive
extreme
Changing-Culprit Detective Bureau: each run regenerates uniquely solvable facts. Expose lies with evidence and connect the evidence board to verify reasoning; observation wins, not reflexes.
[Game] 3D Deduction Detective. Rainy-night disappearances plague a town. Every run regenerates culprit, motive, and evidence chain. Observation wins, not reflexes; presenting wrong evidence costs you. [Core mechanics] Case generator: relationship/timeline templates produce culprit, motive, method, and ≥18 evidence piec...
[ "C1", "C2", "C5", "C8" ]
[ "Generate 5 consecutive cases with distinct culprits, motives, and key evidence chains. Every chain is consistent and uniquely identifies its culprit (generator solvability).", "Correct evidence contradicting testimony marks it as a lie and unlocks correction. Irrelevant evidence lowers trust; very low trust caus...
[ "Across repeated interrogations, the culprit's lies remain mutually consistent until evidence exposes them, without spontaneous contradictions (generated facts × dialogue second-order coupling, not explicit in spec).", "Exposing an innocent person's small private-affair lie does not make them accusatory; lie mark...
[ [ "C5", "C1" ], [ "C2" ], [ "C6", "C4" ], [ "C1" ], [ "C3", "C1" ], [ "C1" ] ]
[ [ "C1" ], [ "C1" ], [ "C2" ], [ "C2" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0288 | game_id=3459788 | version_id=7485710 | genre=social_tabletop | subtype=social_deduction | render=3D | tier=ceiling | twist=Changing culprits requires generator/solver architecture: consistent uniquely solvable chains, with trust costs for wrong evidence | flavor=Classic fair-play...
benchmark_merged.json
null
[]
null
v3_survival_crafting_2d_086
main
mobile
2d
Simulation & Sandbox
simulation_sandbox
survival_crafting
single-agent
hard
Between Sleep and Waking: maintain reality by day and enter dreams to rescue people at night—every dream failure rewrites tomorrow's city, and you cannot save everyone.
[Game] Dual-world survival strategy: everyone in the city has fallen asleep in a shared dream, and you alone remain awake. By day, scavenge the abandoned city and maintain its generator network; at night, enter dreams to rescue sleepers' minds. Every failure in a dream rewrites the next day's reality according to defin...
[ "C1", "C2", "C3", "C5" ]
[ "After triggering a building collapse in a dream, the corresponding real district is collapsed and impassable the next day; a sleeper whose rescue fails enters a mutation state and poses a threat the next day (two dream→reality mapping chains)", "Use phone touch controls for generator interaction and dream-area s...
[ "A district already collapsed in reality should show corresponding damaged terrain in its dream area—the mapping has reverse consistency (reality→dream reverse mapping, not explicitly stated in the spec)", "Roaming monsters generated in reality should actually threaten daytime scavenging and generator maintenance...
[ [ "C1" ], [ "C5", "C4" ], [ "C8", "C3" ], [ "C3", "C1" ], [ "C5", "C3" ], [ "C4", "C3" ] ]
[ [ "C5" ], [ "C2" ], [ "C2" ], [ "C3", "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0655 | game_id=2924226 | version_id=6371251 | genre=simulation_sandbox | subtype=survival_crafting | render=2D | tier=ceiling | twist=every dream failure rewrites next-day reality by mapped rules (collapse/mutation/monsters), while real-world power constrains dream access—the two worlds...
benchmark_merged.json
null
[]
null
v3_survival_crafting_2d_088
main
mobile
2d
Simulation & Sandbox
simulation_sandbox
survival_crafting
single-agent
easy
The Wall-Cavity Squatter: hunger erodes your limits, black mold takes your space, and coughing betrays your location—every side pushes you toward being discovered.
[Game] Urban squatting, stealth, and survival: hide in the wall cavities and crawlspaces of an abandoned house. You do not fight monsters; your enemies are the rotting house and your own body. Lie low by day and slip out at night to search trash bins, knowing one suppressed-too-late cough may attract rival squatters. [...
[ "C1", "C2", "C3", "C5", "C7" ]
[ "After several consecutive hungry days, maximum stamina declines daily and running/carrying capacity worsens; eating stops the decline. Untreated wounds put the character into periodic coughing (physiological decline chains)", "Black mold expands along damp walls by cells each day, and staying in mold continuousl...
[ "Drinking untreated water after pipes freeze and crack should cause illness, increasing cough frequency and further worsening nighttime stealth (second-order house decay × physiology × stealth cascade, not explicitly stated in the spec)", "House decay and mold spread resolve once per day at day/night transitions ...
[ [ "C3" ], [ "C5" ], [ "C4", "C2" ], [ "C3" ], [ "C7", "C2" ], [ "C5", "C2" ] ]
[ [ "C1" ], [ "C8", "C5" ], [ "C7", "C2" ], [ "C5", "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0253 | game_id=10292759 | version_id=23354071 | genre=simulation_sandbox | subtype=survival_crafting | render=2D | tier=mid | twist=bodily state is a stealth parameter: coughing is a sound source, hallucinations contaminate real audio clues, and spreading mold is a spatial clock forcing...
benchmark_merged.json
null
[]
null
v3_tactics_rpg_2d_048
main
mobile
2d
RPG
rpg
tactics_rpg
competitive
easy
Five-Point Tactical Combat: shields recover, health is lost forever—a tabletop duel where action points, cards, and dice constrain one another across three resource layers
[Game] A tabletop-style turn-based tactical duel against a local AI commander on a grid battlefield. Each turn has only 5 action points, with attacks, movement, defense, and reloading competing for the same budget. Shields recover but health loss is permanent—defense is resource management, not merely survival. [Core m...
[ "C1", "C3" ]
[ "Use phone taps to select units and actions. Each turn has exactly 5 allocable points; attacking, defense, reloading, or focusing each deducts 1, and movement/running deducts 1–2 as defined. Insufficient balance prevents the action, and voluntarily ending the turn does not carry unused points forward.", "Use at l...
[ "Tap defense cards on a phone and confirm their placement in the waiting area. Defense cards committed there consume hand resources—heavy-defense turns leave correspondingly fewer attack cards available, making draw count an implicit cap on defense strength (second-order defense × hand economy coupling, not explici...
[ [ "C1" ], [ "C4", "C3" ], [ "C4", "C3" ], [ "C2", "C3" ], [ "C8", "C3" ], [ "C5", "C4" ] ]
[ [ "C4", "C3" ], [ "C3", "C1" ], [ "C5", "C4" ], [ "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0402 | game_id=2849857 | version_id=6233072 | genre=rpg | subtype=tactics_rpg | render=2D | tier=mid | twist=action points, cards, and dice mutually constrain three resource layers; 'health cannot be healed' makes defense central economics; PVP adapted to AI with isomorphic rules | flav...
benchmark_merged.json
null
[]
null
v3_tactics_rpg_3d_047
main
mobile
3d
RPG
rpg
tactics_rpg
cooperative
medium
Elemental Spirit Song: a collecting adventure beside an AI partner—legendary spirits appear only in thunderstorms or at day/night transitions, capture depends on timing and bonds rather than thrown items, and the final Boss overturns turn rules before your eyes
[Game] A 3D turn-based spirit-collecting RPG: adventure cooperatively with a local AI trainer partner. Elemental spirits are not caught by throwing items; capture requires timing checks and bond prerequisites within opportunity windows opened by real-time weather and day/night systems. The final Boss openly breaks turn...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "Condition windows: during thunderstorms, the lightning legendary appears in the designated area with omen phenomena, disappearing when the weather ends; transition legendaries are encountered only around day/night transitions (environmental condition-generation consistency). Ordinary spirit species mixes in the sa...
[ "Legendary skills copied by the final Boss should inherit that legendary's evolution route and state features at capture rather than a generic template (second-order Boss absorption × capture history coupling, not explicitly stated in the spec)", "The AI partner's skill choices should adapt to weather and time of...
[ [ "C5" ], [ "C2", "C3" ], [ "C2" ], [ "C2", "C1" ], [ "C2" ], [ "C7", "C6" ] ]
[ [ "C2" ], [ "C2" ], [ "C8", "C1" ], [ "C5", "C2" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0377 | game_id=7144973 | version_id=16057671 | genre=rpg | subtype=tactics_rpg | render=3D | tier=ceiling | twist=capture redesigned as skill + conditions: a real-time weather clock drives legendary appearances and timing windows, while the Boss copies skills and breaks turn rules; onli...
benchmark_merged.json
null
[]
null
v3_tower_defense_2d_031
main
mobile
2d
Strategy
strategy
tower_defense
single-agent
medium
The Traveling Tower Hotel: turrets are luggage carried between rooms—weight slows your steps and fear shrinks your placement radius as an unkillable hall prowler forces you to flee and defend.
[Game] Migrating tower defense: in an uncanny hotel that torments its guests, your turrets are luggage you must carry when moving. Weight slows you down, fear shrinks where towers may be placed, and an unkillable hall prowler forces you to abandon defenses and change rooms. [Core mechanics] Tower-defense combat: ≥4 tur...
[ "C1", "C3", "C4", "C5", "C8" ]
[ "Use phone taps to select towers, position them, and confirm placement. Compare high- and low-sanity conditions in the same room and wave: radius restrictions at low sanity cause significantly more leaked monsters than the high-sanity control (sanity × tower-defense placement coupling assertion)", "Use phone sele...
[ "When the prowler crosses turret range, turrets either do not target it or attacks have no effect, while ordinary wave monsters on screen are still targeted normally, without lockup (unkillable entity × targeting system, not explicitly stated in the spec)", "Tap a tower and then the pack button on the phone: a to...
[ [ "C5" ], [ "C4", "C3" ], [ "C3" ], [ "C4", "C1" ], [ "C5", "C4" ], [ "C5", "C3" ] ]
[ [ "C6", "C5" ], [ "C8", "C4" ], [ "C8", "C6" ], [ "C5", "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0666 | game_id=1249742 | version_id=2513839 | genre=strategy | subtype=tower_defense | render=2D | tier=mid | twist=towers are carried luggage; migration weight and sanity-based radius turn tower defense into dynamic evacuation decisions | flavor=an uncanny-hotel escape/tower-defense hy...
benchmark_merged.json
null
[]
null
v3_tower_defense_2d_032
main
mobile
2d
Strategy
strategy
tower_defense
single-agent
hard
Living Motherboard Tower Defense: the foundation rotates and rearranges each wave, overclocking costs spreading heat, and heat waves in turn feed heat-eating viruses in this circuit-defense roguelike.
[Game] Living motherboard tower defense: play a tower-defense roguelike on a circuit board that rotates and rearranges itself. Foundations move each wave, overclocked firepower costs spreading heat, and that heat in turn strengthens certain viruses. [Core mechanics] Board movement: the motherboard consists of cells. Af...
[ "C1", "C2", "C3", "C5" ]
[ "Board rearrangement: after every wave, rotate or translate in the telegraphed direction, with towers correctly moving with their cells. Existing viruses repath toward the core using the new geometry without passing through obstacles", "Tap towers on the phone to toggle overclocking and position cooling towers by...
[ "A tower rearranged onto an already hot cell immediately experiences its heat—heat belongs to the cell and applies on arrival (rearrangement landing × heat field, not explicitly stated in the spec)", "If rearrangement completely blocks existing viruses' paths, they have defined behavior (attack blocking towers or...
[ [ "C7", "C2" ], [ "C5", "C4" ], [ "C1" ], [ "C5" ], [ "C5", "C1" ], [ "C7", "C6" ] ]
[ [ "C3" ], [ "C2" ], [ "C4" ], [ "C5", "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0947 | game_id=3174365 | version_id=6910598 | genre=strategy | subtype=tower_defense | render=2D | tier=ceiling | twist=tower-defense foundations are alive—rotating rearrangements rewrite both pathfinding and thermal adjacency, while heat-eating enemies turn overclock costs into a secon...
benchmark_merged.json
null
[]
null
v3_tower_defense_2d_034
main
mobile
2d
Strategy
strategy
tower_defense
single-agent
hard
Wasteland Base Defense: begin with a tent, recruit and build walls against zombie waves; incendiary airstrikes may burn your own defenses as well as zombies, with evacuation at wave 30 and scorched earth at wave 40 as separate endings.
[Game] Wasteland base defense: start with one tent in a zombie wasteland and recruit survivors into a defensive line. Your incendiary airstrike can incinerate the horde but may also spread fire to your walls and soldiers. [Core mechanics] Base and population: after establishing a tent headquarters, build walls, barrack...
[ "C1", "C2", "C3", "C5", "C6" ]
[ "Waves: start only after the first soldier deploys; enemy counts and strength observably increase with waves; zombies attack obstructing walls and soldiers with the tent as their final target", "Tap phone support buttons, choose a target area, and confirm. Support constraints: helicopter calls obey use counts and...
[ "While lingering airstrike toxic clouds cover survivor arrival paths or barracks, newly arriving survivors are also damaged or delayed from entering—friendly fire does not exempt noncombatants (second-order support fire × population pipeline, not explicitly stated in the spec)", "Combat continues during evacuatio...
[ [ "C5" ], [ "C8", "C5" ], [ "C2" ], [ "C1" ], [ "C3" ], [ "C7", "C6" ] ]
[ [ "C1" ], [ "C1" ], [ "C3" ], [ "C8", "C6" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0574 | game_id=8955212 | version_id=20064008 | genre=strategy | subtype=tower_defense | render=2D | tier=mid | twist=support fire cuts both ways—friendly-fire probability turns call timing and base layout into a spatial gamble, with long-term dual endings pressuring pacing | flavor=a nu...
benchmark_merged.json
null
[]
null
v3_tower_defense_3d_030
main
mobile
3d
Strategy
strategy
tower_defense
single-agent
extreme
Wasteland Lighthouse Night Watch: every daytime minute shapes the night's wall of light—light is your turret, shadow the enemy's marching route
[Game] Wasteland lighthouse: on an uncanny night along the western coast, you are the last keeper of a lonely clifftop lighthouse. Repair the light, make oil, and explore beach shipwrecks by day; at night, light is your only turret. Its beam drives back the zombie tide, while shadow shapes the enemy's advance. [Core me...
[ "C1", "C2", "C3", "C6", "C8" ]
[ "Tap phone controls to choose daytime exploration or oil production and adjust nighttime lighting. Compare the same seed and night with all daytime spent exploring wrecks (little oil) versus all spent making oil: exploration forces lower nighttime settings, narrower light coverage, and significantly more defensive ...
[ "After the giant sea shadow appears, the beam has a defined effect observably different from ordinary zombie monsters (immunity or slowing only are both acceptable), without an endless stalemate where ordinary light walls indefinitely block it offshore (second-order darkness Boss × light defense, not explicitly sta...
[ [ "C2" ], [ "C1" ], [ "C4", "C3" ], [ "C8", "C3" ], [ "C6", "C5" ], [ "C6", "C5" ] ]
[ [ "C6", "C2" ], [ "C6", "C5" ], [ "C6", "C2" ], [ "C8", "C5" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0300 | game_id=9013903 | version_id=20197453 | genre=strategy | subtype=tower_defense | render=3D | tier=ceiling | twist=the dual day/night loop is tightly coupled by the single lamp-oil resource: every daytime decision reshapes nighttime defenses, light geometry is the tower-defense la...
benchmark_merged.json
null
[]
null
v3_tower_defense_3d_033
main
mobile
3d
Strategy
strategy
tower_defense
single-agent
easy
Home Defense After Dark: a three-eyed, bone-bladed anomaly attacks a suburban house at night; your flash defenses depend on a nearly empty generator, and refueling requires venturing outside between attacks.
[Game] Home defense after dark: spend the night alone in a suburban house after a radiation accident. A three-eyed, bone-bladed anomaly roams outside; your flash defenses depend on a backyard generator whose fuel continually runs low, and refueling requires risking a trip outside between attacks. [Core mechanics] Anoma...
[ "C1", "C2", "C3" ]
[ "Complete round trips using touch movement and refueling controls. Determinism and pacing: the same seed yields identical target-window and attack-time sequences; attacks have observable safe intervals long enough to reach the backyard, refuel, and return", "Observe one attack on the phone: the anomaly approaches...
[ "Use phone touch refueling controls to start and maintain refueling. If an attack starts during the action, it is interrupted and fuel increases only by the amount already added, rather than completing instantly (refueling timing × attack boundary)", "Even with both boards and fuel exhausted, the player retains d...
[ [ "C5", "C4" ], [ "C5", "C2" ], [ "C4", "C3" ], [ "C1" ], [ "C8", "C5" ], [ "C8", "C2" ] ]
[ [ "C4" ], [ "C1" ], [ "C8", "C4" ], [ "C7", "C6" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0394 | game_id=1643463 | version_id=3428096 | genre=strategy | subtype=tower_defense | render=3D | tier=mid | twist=defenses depend on power, while refueling requires risky trips between attacks—defense and maintenance rhythms interlock into a heartbeat loop | flavor=a player's personal...
benchmark_merged.json
null
[]
null
v3_tower_defense_3d_035
main
mobile
3d
Strategy
strategy
tower_defense
single-agent
hard
Multiplying Army Siege: troops multiply through arithmetic gates, thousands of soft-bodied soldiers jostle across the battlefield, and gate coefficients plus spawn rates form each level's solvability equation.
[Game] Multiplying army siege: a portrait-view arithmetic-gate tower assault. A bottom turret automatically sprays blue soldiers; passing through gates labeled with formulas multiplies the troop stream. Hundreds and thousands of soft-bodied soldiers jostle across the battlefield to overwhelm the enemy base at the top. ...
[ "C1", "C2", "C3", "C4", "C5", "C6" ]
[ "On the phone, guide troops through ×3 and +10 gates separately. New soldiers immediately appear beyond the gates and join the stream from the opening, rather than only changing the displayed number; sliding gates move horizontally back and forth.", "Guide troop flow using touch directional controls or dragging. ...
[ "First send troops through a multiplication gate on the phone, then drag the turret to stop feeding that gate. Once existing troops leave, it cannot keep generating soldiers without new troops passing through.", "Aim the phone turret at a sliding gate's travel path and hold position temporarily. Soldiers visibly ...
[ [ "C4" ], [ "C8", "C4" ], [ "C5", "C4" ], [ "C4", "C2" ], [ "C7", "C6" ], [ "C4", "C3" ] ]
[ [ "C1" ], [ "C4" ], [ "C6", "C2" ], [ "C5", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0892 | game_id=8075413 | version_id=18233098 | genre=strategy | subtype=tower_defense | render=3D | tier=mid | twist=numerical design is level design—gate coefficients and spawn rates form a solvability equation, and soft crowding at thousands of units directly tests performance and cro...
benchmark_merged.json
null
[]
null
v3_turn_based_4x_2d_025
main
mobile
2d
Strategy
strategy
turn_based_4x
competitive
extreme
The President's Balance: every tax increase feeds the treasury and drains public support—a governing tightrope with more than two hundred AI nations watching
[Game] Presidential grand strategy: on a classroom-wall-map-style world map, name your country, currency, and president, then govern amid more than two hundred AI nations. Every tax increase replenishes the treasury while draining public support; the balance between extraction and conciliation determines whether histor...
[ "C1", "C2", "C3" ]
[ "Tap or drag tax/wage controls in the phone finance panel and tap diplomacy options to trade. Economy: tax/wage changes immediately alter treasury inflows/outflows, with income and spending over any time window strictly matching the balance; trade agreements yield continuing income and embargoes reduce both directi...
[ "When revolution and civil conflict erupt in the player's country, hostile AI neighbors should exploit the weakness (pressure, demands, or invasion) rather than ignoring that vulnerability window (second-order public support × international diplomacy, not explicitly stated in the spec)", "A prolonged embargo shou...
[ [ "C8", "C4" ], [ "C3" ], [ "C6", "C2" ], [ "C3" ], [ "C1" ], [ "C6", "C4" ] ]
[ [ "C2" ], [ "C3" ], [ "C1" ], [ "C8" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0415 | game_id=6690483 | version_id=14837565 | genre=strategy | subtype=turn_based_4x | render=2D | tier=mid | twist=economic extraction↔popular rebellion↔diplomatic deterrence constrain three levers: raising taxes for military funds risks both domestic unrest and foreign opportunism | ...
benchmark_merged.json
null
[]
null
v3_turn_based_4x_2d_027
main
mobile
2d
Strategy
strategy
turn_based_4x
competitive
extreme
Living-Planet Pandemic: an arms race between strain mutations and global cure research on an ecological board that suffers famine, migrates, and fights back
[Game] Living-planet pandemic: a living ecological planet zoomable from orbit to city blocks. Play a newborn super-strain spreading through a world of climate, species, and shipping, while the world fights back: research networks race to develop a cure, and every mutation is an arms race against humanity. [Core mechani...
[ "C1", "C3", "C8" ]
[ "Transmission: infection spreads through land contact, airline, and sea channels; closing one channel type observably stops interregional spread through it, and higher-density regions have faster infection growth (single system + comparison)", "Ecological chain: crop deterioration in severely affected regions cau...
[ "Famine migrants should carry infection into destination regions—even if a region is locked down, refugee flows remain a transmission breach (second-order ecological migration × transmission, not explicitly stated in the spec)", "After drug resistance is unlocked, cure-driven clearance should be significantly slo...
[ [ "C5" ], [ "C6", "C5" ], [ "C8", "C3" ], [ "C5" ], [ "C6", "C5" ], [ "C6", "C5" ] ]
[ [ "C5", "C2" ], [ "C5", "C2" ], [ "C5" ], [ "C8", "C5" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0723 | game_id=8113213 | version_id=18311908 | genre=strategy | subtype=turn_based_4x | render=2D | tier=ceiling | twist=the expansion/countermeasure arms race occurs within living ecology: epidemic→famine→migration rewrites transmission routes in return; ecology is the board | flavor=B...
benchmark_merged.json
null
[]
null
expert_turn_based_4x_2d_001
expert
web
2d
Strategy
strategy
turn_based_4x
single-agent
medium
Incremental Civilization Technology Tree
A 2D incremental civilization technology-tree simulation game: the player starts with the most basic primitive society and, by continuously accumulating resources, developing production capacity, and unlocking technology nodes, progresses through the primitive age, the cold-weapons age, the firearms and industrial age,...
[ "C1", "C3", "C4", "C5", "C6", "C8" ]
[ "When prerequisites are not met, subsequent technology nodes must not be purchasable early, even if sufficient resources are available", "Purchasing a node deducts the correct quantity of resources and increases its level or completes its technology unlock; repeated upgrade costs should increase with level, purch...
[ "When prerequisites for multiple subsequent technology nodes are satisfied simultaneously but current resources suffice to buy only one, purchasing one node should cause the others to be reassessed against the remaining resources; they must not unlock simultaneously or overdraw resources", "Immediately after upgr...
[ [ "C3", "C1" ], [ "C3", "C1" ], [ "C5", "C4" ], [ "C3" ], [ "C5" ], [ "C3" ] ]
[ [ "C3", "C1" ], [ "C8", "C5" ], [ "C3", "C1" ], [ "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=human_expert | source_id=expert:case:01 | systems=turn_based_4x | tier=medium | checklist=6 hidden=4 | ability_scheme=generation_G-C1..G-C8 | ability_rationale=resource generation through click interaction(C2), progression through five age stages(C4), cost curves and numerical progression as the core(C6), visual...
case.pdf
null
[ "C1", "C3", "C4", "C5", "C6", "C8" ]
null
expert_platformer_3d_002
expert
web
3d
Action
action
platformer
single-agent
easy
Courier Parkour Chase
A 3D third-person parkour minigame. The player is a contraband courier spotted by a patrol robot while making deliveries. To avoid capture, the player must keep moving along city streets and deliver the packages to the warehouse before the robot catches up. The character runs automatically. The player can move between ...
[ "C1", "C2", "C3", "C4", "C8" ]
[ "The player can avoid vehicles only by changing lanes; jumping and sliding cannot avoid them", "Each discarded package slightly increases the character's speed and correspondingly lowers the final delivery rating", "The chase distance shown in the interface slowly decreases over time", "The chase distance dec...
[ "Even after discarding all packages, the character's speed should not be greater than or equal to the robot's speed", "The speed gained from reducing carried weight remains after an energy drink wears off", "Pausing the game stops the character, obstacles, pursuing robot, and all item timers", "The player can...
[ [ "C1" ], [ "C1" ], [ "C8" ], [ "C1" ], [ "C1" ], [ "C1" ] ]
[ [ "C1" ], [ "C3" ], [ "C8" ], [ "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=human_expert | source_id=expert:case:02 | systems=platformer | tier=easy | checklist=6 hidden=4 | ability_scheme=generation_G-C1..G-C8 | ability_rationale=three-lane changes and jumping/sliding(C2), 3D parkour animation and camera(C3), patrol-robot pursuit behavior(C5), speed/chase-distance/rating formulas(C6), ...
case.pdf
null
[ "C1", "C2", "C3", "C4", "C8" ]
null
expert_shooter_2d_003
expert
web
2d
Action
action
shooter
single-agent
hard
Train Medicine Recovery and Breakout
A 2D side-scrolling adventure and combat minigame. A gang of bandits has stolen the town's medicine and hijacked a train to escape. The player boards at the rear, fights through the cars, recovers the medicine, and reaches the driver's cab to stop the train before it runs onto a broken bridge. The player can move left ...
[ "C1", "C2", "C3", "C4", "C6", "C8" ]
[ "Reloading is manually triggered by the player and consumes 1 spare magazine each time", "After a slide is used, 2 enemies must be defeated to refresh it", "Shield guards face the player and use their shields to block attacks from the front", "Ordinary bullets have more difficulty hitting the player while sli...
[ "Explosions and steam can still damage a sliding player", "While smoke is present, gun-wielding enemies on its other side do not continue shooting accurately", "Pausing stops the player, enemies, boss, item effects, steam, and countdown", "Medicine cannot be used when its quantity is 0 or the player's health ...
[ [ "C3" ], [ "C2" ], [ "C2" ], [ "C1" ], [ "C4", "C1" ], [ "C1" ] ]
[ [ "C1" ], [ "C2" ], [ "C8", "C2" ], [ "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=human_expert | source_id=expert:case:03 | systems=shooter | tier=hard | checklist=6 hidden=4 | ability_scheme=generation_G-C1..G-C8 | ability_rationale=movement/jumping/melee/sliding/shooting/reloading/throwing(C2), smoke/flash/fire effects(C3), progression through multiple cars/checkpoints/end-of-level boss(C4)...
case.pdf
null
[ "C1", "C2", "C3", "C4", "C6", "C8" ]
null
expert_city_management_2d_004
expert
web
2d
Simulation & Sandbox
simulation_sandbox
city_management
single-agent
extreme
Flooded Factory Supply Operations
A 2D top-down factory supply game. Heavy rain has flooded the city, and the player must protect a relief-supply factory and complete three batches of supply orders in sequence. The quantity and deadline for each batch are visible at the start. Finished goods count as delivered only after entering the loading dock; each...
[ "C1", "C3", "C8" ]
[ "The assembly machine can produce supply crates and seals separately, consuming the corresponding metal sheets and outputting the player's selected item", "Exceeding the total load limit trips the main grid and stops its devices; after reducing load, the player must still reset the breaker to restore power", "A...
[ "When the same machine is both overheated and damaged by flooding, restoring cooling alone cannot clear the flood malfunction, and repairing flood damage cannot bypass the cooling requirement", "Under the same rainwater inflow and drainage settings, repairing the leak causes accumulated water to rise more slowly ...
[ [ "C3" ], [ "C1" ], [ "C3" ], [ "C1" ], [ "C1" ], [ "C8" ] ]
[ [ "C1" ], [ "C8" ], [ "C1" ], [ "C8", "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=human_expert | source_id=expert:case:04 | systems=city_management | tier=extreme | checklist=6 hidden=4 | ability_scheme=generation_G-C1..G-C8 | ability_rationale=laying/turning conveyors, switching devices, and manually resetting the breaker(C2), three order batches forming waves(C4), power/load/capacity/recipe...
case.pdf
null
[ "C1", "C3", "C8" ]
null
expert_sandbox_open_world_3d_005
expert
web
3d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
single-agent
extreme
Deep-Sea Salvage and Rescue
A 3D deep-sea salvage and rescue game. Contact with a seabed workstation has been lost. The player pilots a small submersible from a surface mothership to retrieve two trapped crew members and a records crate. Multiple trips are allowed, and targets count as delivered only once the submersible is stationary at the moth...
[ "C1", "C3", "C4", "C8" ]
[ "The submersible retains inertia after thrust controls are released and does not immediately stop in place", "When a bulkhead door is open, accumulated water can flow from the higher-water compartment into an adjacent compartment; closing it blocks that flow path", "Thrust, pumping, and robotic-arm actions cons...
[ "Moving the same records crate from the forward to the aft compartment does not increase total submersible load, but its tendency to pitch forward or backward changes with placement", "After a power outage stops the drainage pumps, water entering through breaches and flowing through open compartment doors continu...
[ [ "C4" ], [ "C1" ], [ "C3" ], [ "C4", "C3" ], [ "C4", "C1" ], [ "C8" ] ]
[ [ "C3" ], [ "C8" ], [ "C3" ], [ "C8", "C3" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=human_expert | source_id=expert:case:05 | systems=sandbox_open_world | tier=extreme | checklist=6 hidden=4 | ability_scheme=generation_G-C1..G-C8 | ability_rationale=forward/reverse/turn/ascent/descent controls and robotic-arm mode switching(C2), depiction of craft tilt(C3), buoyancy/weight distribution, battery...
case.pdf
null
[ "C1", "C3", "C4", "C8" ]
null
expert_puzzle_2d_006
expert
web
2d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
hard
Time-Echo Infiltration
A 2D top-down infiltration game. The player must enter a sealed research station, read a data terminal, then return to the entrance to evacuate. Each round lasts only 60 seconds, and the player can preserve that round's actions so echoes from previous rounds help open doors in the next. The player can move, pick up and...
[ "C1", "C4", "C5", "C8" ]
[ "Recordings store movement direction, movement duration, and interaction actions, and echoes can replay these inputs at the corresponding times", "Both the player and echoes can hold down the pressure plate; the outer door opens while someone is on the plate, and the distance from plate to door must not let one c...
[ "First record two echoes, one standing on the plate to open the door and one carrying the battery through it; then delete the plate-holding recording. The battery-carrying echo should be blocked by the closed outer door and must not still power the inner door according to the original outcome", "After the player ...
[ [ "C4" ], [ "C1" ], [ "C1" ], [ "C4" ], [ "C1" ], [ "C1" ] ]
[ [ "C1" ], [ "C1" ], [ "C8", "C4" ], [ "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=human_expert | source_id=expert:case:06 | systems=puzzle | tier=hard | checklist=6 hidden=4 | ability_scheme=generation_G-C1..G-C8 | ability_rationale=movement/pick-up/put-down/socket operation/saving(C2), per-round resets forming round progression(C4), 60-second limit/3-recording cap/pressure-plate distance cal...
case.pdf
null
[ "C1", "C4", "C5", "C8" ]
null
expert_racing_sports_3d_007
expert
web
3d
Action
action
racing_sports
single-agent
hard
Mountain Convoy Escort
A 3D third-person mountain driving game. The player drives a recovery tow truck and leads a following supply vehicle through rainy and snowy mountain roads to deliver supplies to a rescue station within 8 minutes. Each vehicle weighs 3 tonnes empty and starts with 4 supply crates; each crate weighs 0.5 tonnes, and each...
[ "C1", "C3", "C5", "C8" ]
[ "Increasing the cargo load on the same vehicle reduces acceleration and lengthens braking distance", "The bridge has a 7-tonne load limit; any vehicle with a wheel on the bridge contributes its full vehicle and cargo weight, and the loads of multiple vehicles are added together", "Wet mud and snowy road surface...
[ "The following vehicle being towed still counts toward bridge load after entering the bridge; a winch connection does not merge both vehicles into one empty vehicle", "After the tow truck's engine is damaged, its ability to tow the same loaded following vehicle on the same road surface should decline; unloading s...
[ [ "C1" ], [ "C1" ], [ "C1" ], [ "C1" ], [ "C1" ], [ "C1" ] ]
[ [ "C1" ], [ "C4" ], [ "C1" ], [ "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=human_expert | source_id=expert:case:07 | systems=racing_sports | tier=hard | checklist=6 hidden=4 | ability_scheme=generation_G-C1..G-C8 | ability_rationale=acceleration/braking/reversing/steering and commands to the following vehicle(C2), rollover and skidding attitudes(C3), bridge and detour routes(C4), follo...
case.pdf
null
[ "C1", "C3", "C5", "C8" ]
null
expert_tower_defense_2d_008
expert
web
2d
Strategy
strategy
tower_defense
single-agent
hard
Suspended-Bridge Fortress Defense
A 2D side-view suspended-bridge fortress defense game. Six evacuees must cross a two-level cliffside walkway from the fortress on the left to the exit on the right bank. They depart in three groups, each departure accompanied by an enemy wave attacking from the valley floor or flanks. The player does not directly contr...
[ "C1", "C2", "C3", "C5" ]
[ "Removing the only support for a deck section causes that deck and the upper components depending on it to fall", "Fire spreads to adjacent wooden components and continuously reduces the durability of burning components", "Infantry can erect and climb ladders in suitable locations to reach upper platforms that ...
[ "When the same deck has two valid supports and one burns down, the other still provides support", "If a ladder loses support because the deck beneath it collapses while an enemy is climbing, the enemy cannot keep climbing in midair along the original ladder", "Several components connected in a closed loop but e...
[ [ "C1" ], [ "C3" ], [ "C1" ], [ "C2" ], [ "C1" ], [ "C4", "C3" ] ]
[ [ "C1" ], [ "C2" ], [ "C1" ], [ "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=human_expert | source_id=expert:case:08 | systems=tower_defense | tier=hard | checklist=6 hidden=4 | ability_scheme=generation_G-C1..G-C8 | ability_rationale=building/dismantling/repairing/extinguishing controls(C2), three departures corresponding to three enemy waves(C4), infantry pathfinding/detours/barricade ...
case.pdf
null
[ "C1", "C2", "C3", "C5" ]
null
expert_puzzle_3d_009
expert
web
3d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
hard
Power-Outage Archive Infiltration
A 3D third-person stealth game. The player must infiltrate an archive patrolled by six guards, take classified documents, and evacuate through a designated exit. The building includes archive rooms, corridors, and equipment areas, connected by normal passages and detours. The player can walk, crouch-walk, run, and thro...
[ "C1", "C2", "C3", "C5", "C6", "C8" ]
[ "At the same distance and facing, a player in a bright location is easier to detect than one in shadow; darkness alone cannot evade a guard at close range directly in front", "After losing sight, guards head to the player's last-seen position and do not continue accurately following the player's movements behind ...
[ "If a guard in an unpowered zone sees the player but other guards have neither perceived the player nor received a report, those other guards do not immediately converge on the player's real-time position", "When a new route opened by a power outage becomes part of the current search area, guards can travel throu...
[ [ "C6" ], [ "C1" ], [ "C1" ], [ "C1" ], [ "C1" ], [ "C7", "C8" ] ]
[ [ "C1" ], [ "C5", "C2" ], [ "C5", "C4" ], [ "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=human_expert | source_id=expert:case:09 | systems=puzzle | tier=hard | checklist=6 hidden=4 | ability_scheme=generation_G-C1..G-C8 | ability_rationale=walking/crouch-walking/running and decoy throwing(C2), light and darkness directly determining visibility(C3), archive rooms/corridors/equipment areas and two pow...
case.pdf
null
[ "C1", "C2", "C3", "C5", "C6", "C8" ]
null
expert_puzzle_3d_010
expert
web
3d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
hard
Orbital Station Gravity Routing
A 3D first-person spatial puzzle game. An orbital cargo station has malfunctioned, severing passages between compartments. The player must use the gravity consoles and portals that still work to deliver two cargo crates into the recovery compartment, then restore power to the evacuation door. The cargo station includes...
[ "C1", "C4", "C5" ]
[ "After gravity is switched, the player, cargo crates, and unsecured cores fall in the new downward direction", "Passing through portals transforms velocity direction according to their relative orientations; passage itself does not change speed", "Inserting a core secures it in its socket and powers the corresp...
[ "When two compartments have different gravity directions, a cargo crate that has passed through a portal uses the exit compartment's gravity, while a crate still on the entrance side uses the original compartment's gravity", "Changing the recovery compartment's gravity does not make a confirmed delivered crate ro...
[ [ "C5" ], [ "C1" ], [ "C1" ], [ "C5" ], [ "C1" ], [ "C5" ] ]
[ [ "C1" ], [ "C1" ], [ "C1" ], [ "C5", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=human_expert | source_id=expert:case:10 | systems=puzzle | tier=hard | checklist=6 hidden=4 | ability_scheme=generation_G-C1..G-C8 | ability_rationale=movement/jumping/pushing and pulling crates/carrying cores and first-person view rotating upright with gravity(C2), camera reorientation and falling objects durin...
case.pdf
null
[ "C1", "C4", "C5" ]
null
repro_taskforceadmiral_3d_002
repro
web
3d
Strategy
strategy
rts
single-agent
hard
Task Force Admiral: Search Is Destiny — commanding a 1942 carrier task force is not a contest of stats but the management of information arrival times; reconnaissance reports arrive late and distorted, while deck cycles and damage control consume time simultaneously out of sight.
[Game] Command a Pacific carrier task force in 1942: seated in the flagship's operations room, you issue orders that must pass through travel time, radio, and human judgment before becoming reality. Enemies are not described by stats; you find them through gradual searching, while deck operations, fuel, and damage cont...
[ "C1", "C3", "C8" ]
[ "When the same target is scouted at short and long distances, report arrival delay and positional error radius increase with distance; reports arrive no earlier than actual contact (timing assertion)", "After assigning search sectors, targets in unassigned sectors remain unrevealed for the specified duration; con...
[ "After a turn order is issued, airborne groups not yet recovered must still determine return feasibility from their fuel; a command change must not grant fuel from nowhere (second-order range × command inference, not explicitly stated in the spec)", "Remain stable with multiple ships flooding, fires spreading, an...
[ [ "C1" ], [ "C2" ], [ "C1" ], [ "C3" ], [ "C8" ], [ "C1" ] ]
[ [ "C4", "C1" ], [ "C6", "C3" ], [ "C2" ], [ "C8", "C5" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=steam_repro | hard_systems=delayed/distorted reconnaissance × range-based search × deck cycles × damage/damage control (4) | coupled_assertion=damage×damage control | tier_rationale=4 hard systems with assessment under information delay as a highly uncertain core | Note=the original explicitly has no dice-based ...
repro_cases_v1.json
null
[]
{ "repro_game": "Task Force Admiral Vol.1: American Carrier Battles | Drydock Dreams / MicroProse | Steam app 1281220 | EA 2026-01-27", "src_video": "https://www.bilibili.com/video/BV1Bp4y1P7Xa/", "difficulty_tier": "ceiling", "evidence": [ { "claim": "No dice-based checks, skill trees, or abstract st...
repro_roguevoltage_2d_015
repro
web
2d
Strategy
strategy
turn_based_4x
single-agent
hard
Rogue Voltage: Spend Turns as a Resource — wire a rack to make energy flow, with modules divided into generators/modifiers/converters; the timeline itself can be pushed forward and backward, letting you determine the action order of allies and enemies.
[Game] A 2D circuit-based turn-based roguelike: your abilities are circuits you wire, not cards you draw. Modules are arranged on a rack and connected to determine energy flow; a turn's output depends on what you built on the board, while turns themselves lie on a timeline and can be pushed back and forth. [Core Mechan...
[ "C1", "C3", "C8" ]
[ "Connecting a generator, modifier, and converter in sequence propagates energy along the path and produces an effect; disconnecting any link prevents that effect (state consistency + comparison)", "The total effect produced and total energy consumed within one turn obey conservation, with no net energy increase i...
[ "A unit pushed to the end of the timeline that is killed before its turn has its turn skipped, rather than resolving an empty turn at the end (second-order timeline/survival interaction, not explicitly stated in the spec)", "Resolution remains stable with dozens of modules cascading simultaneously and multiple co...
[ [ "C3" ], [ "C3", "C1" ], [ "C1" ], [ "C2", "C3" ], [ "C4", "C1" ], [ "C2", "C3" ] ]
[ [ "C1" ], [ "C6", "C1" ], [ "C1" ], [ "C8", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=steam_repro | hard_systems=module wiring and energy conservation × cascade topology × timeline manipulation × cooldown/charging (4) | coupled_assertion=wiring×cascades | tier_rationale=timeline manipulation is the original game's signature mechanic with unbounded combinations, classified ceiling | Note=the origi...
repro_cases_v1.json
null
[]
{ "repro_game": "Rogue Voltage | Horizont Computergrafik / IndieArk | Steam app 1494560 | v1.0 2026-05", "src_video": "https://www.bilibili.com/video/BV1DwRuB5ETR/", "difficulty_tier": "ceiling", "evidence": [ { "claim": "Abilities are obtained not by drawing cards but by wiring modules on a rack to l...
repro_sandustry_2d_001
repro
web
2d
Simulation & Sandbox
simulation_sandbox
factory_automation
single-agent
medium
Sandustry: Pixel Granular Terrain × Conserved Water Cycle × Thermal Processing × Production-Line Throughput — sand must first be soaked to sift out gold, while water is finite and continuously consumed; digging, transporting, sifting, burning, and pressing must align spatially and in rate.
[Game] A side-view pixel industrial sandbox: the entire world consists of per-pixel physical entities, and you must build an automated line that turns sand into gold from scratch. Water is both a necessary processing prerequisite and a finite, continuously consumed resource; larger production lines put greater pressure...
[ "C1", "C3", "C5", "C6", "C8" ]
[ "Dry sand fed into a shaker yields no gold; feeding the same batch as wet sand produces gold grains at the lower outlet while slag remains on the screen and is pushed toward the far end; sand contacting water increases in moisture and becomes wet sand (state consistency)", "Heating melts ice into water, continued...
[ "Water heated into rising vapor eventually returns to the ground as rain and participates in wet-sand processing again; the same water can repeatedly drive production rather than being exhausted after one use (second-order phase-change/water-cycle loop; the spec does not explicitly require repeated reuse)", "Run ...
[ [ "C3" ], [ "C1" ], [ "C1" ], [ "C5", "C3" ], [ "C1" ], [ "C6", "C4" ] ]
[ [ "C1" ], [ "C6" ], [ "C3" ], [ "C8" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=steam_repro | hard_systems=granular terrain × conserved water cycle × thermal processing × processing-chain throughput (4) | coupled_assertion=water cycle×processing chain | tier_rationale=4 hard systems but no highly uncertain core (particle simulation can use reduced fidelity), provisionally mid pending pilot ...
repro_cases_v1.json
null
[]
{ "repro_game": "Sandustry | Lantto Games / Hooded Horse | Steam app 2764460 | EA 2026-08-13", "src_video": "https://www.bilibili.com/video/BV1YRbX67Ege/", "difficulty_tier": "mid", "evidence": [ { "claim": "The world consists of per-pixel physical entities; each grain of sand/snow/seed/ice fragment i...
repro_novaroma_3d_007
repro
web
3d
Simulation & Sandbox
simulation_sandbox
city_management
single-agent
medium
Nova Roma: Water Flows Downhill, and Your City Is Downstream — aqueducts must transport water by gravity, with intakes below the water surface but above the city; one water tower cannot supply another, and water coverage also determines fire damage.
[Game] Roman city building and management: after the empire's decline, you lead a small group of citizens to find land and build Nova Roma. The core is not piling up buildings but bringing water from the hills into the city. Water moves by gravity, so your aqueduct gradients must work; water both sustains the city and ...
[ "C1", "C3", "C5", "C6", "C8" ]
[ "Rivers flow downhill from mountains along paths of least resistance; terraforming redirects channels, and raising a location can raise upstream water levels and cause bank overflow (state consistency)", "An intake below the water surface but above the city permits aqueduct construction and gravity-fed delivery; ...
[ "When river diversion removes the water level needed by a previously riverside district or instead floods it, affected buildings simultaneously lose water and fire-protection bonuses rather than retaining old states (second-order terraforming consequence; the spec only says diversion changes the channel)", "Run c...
[ [ "C5" ], [ "C1" ], [ "C1" ], [ "C1" ], [ "C1" ], [ "C5", "C2" ] ]
[ [ "C5", "C2" ], [ "C6", "C2" ], [ "C1" ], [ "C8", "C2" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=steam_repro | hard_systems=hydrology and terraforming × gravity-fed water chain × citizen commuting and labor × fire and religion (4) | coupled_assertion=water×fire (water coverage reduces fire damage; both sides are sourced) | Alternative coupling=militia×harvest (original store-page text; can replace water×fir...
repro_cases_v1_batch2.json
null
[]
{ "repro_game": "Nova Roma | Lion Shield / Hooded Horse | Steam app 2426530 | EA 2026-03-26", "src_video": "https://www.bilibili.com/video/BV1NBAuzFERo/", "difficulty_tier": "mid", "evidence": [ { "claim": "Physics-based water: rivers descend from mountains along paths of least resistance; terraformin...
repro_menace_3d_009
repro
web
3d
Strategy
strategy
turn_based_4x
single-agent
extreme
MENACE: Suppression Splashes Next Door, and the More Suppressed You Are, the Less Damage You Take — every bullet suppresses the area around its impact whether it hits or misses, but also makes opponents tougher by forcing them prone; there is no overwatch anywhere, so mutual cover depends on positioning.
[Game] A turn-based tactical RPG: lead marines and mercenaries through combat in a frontier star system. Combat here relies on suppressive fire and positioning rather than overwatch; every fired bullet changes the opponent's ability to act, even when it misses. [Core Mechanics] ① Action-point economy: every unit has ac...
[ "C1", "C3", "C8" ]
[ "Each unit has action points every turn; skills, movement, turning, and entering/leaving deployment deduct the corresponding amounts, and insufficient action points reject the action; vehicle turning deducts action points while infantry turning does not (state consistency + comparison)", "Heavy weapons cost many ...
[ "When firing at allies at the range limit or hitting them accidentally, bullets landing on or adjacent to them also suppress them, although the prompt only says 'regardless of allegiance'; suppression is therefore a location effect rather than an intent effect, requiring care while advancing behind friendly fire (s...
[ [ "C4", "C3" ], [ "C3" ], [ "C1" ], [ "C1" ], [ "C1" ], [ "C6", "C5" ] ]
[ [ "C1" ], [ "C6", "C2" ], [ "C2" ], [ "C8", "C3" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=steam_repro | hard_systems=action points × three suppression states and splash × morale × campaign branches and permanent losses (4) | coupled_assertion=suppression→damage reduction (original developer-diary text, high-value inverse coupling) | tier_rationale=suppression and actions rewriting one another form a ...
repro_cases_v1_batch2.json
null
[]
{ "repro_game": "MENACE | Overhype Studios / Hooded Horse | Steam app 2432860 | EA 2026-02-05", "src_video": "https://www.bilibili.com/video/BV1n8PjzrEZD/", "difficulty_tier": "ceiling", "evidence": [ { "claim": "Each unit has 100 action points per turn; suppressed units start the turn with 30 fewer",...
repro_dieinthedungeon_2d_006
repro
web
2d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
medium
Die in the Dungeon: A Turn-Based Roguelike Using Dice Instead of Cards — dice affect one another by position; boost dice add their values to other dice in range, mirror dice copy nearby dice's abilities, and resolution proceeds left to right, so 'where to place it' and 'how far left' are different decisions.
[Game] A turn-based dice-building roguelike: use dice instead of cards. Each turn, place rolled dice on the dice board; their effects depend on what is beside them and where they fall in the resolution order. Placement itself is the core decision. [Core Mechanics] ① Board and placement: dice are not put in a deck or pl...
[ "C1", "C3", "C8" ]
[ "Placing a die consumes its corresponding cost; insufficient energy prevents placement, and unplaced dice stay in hand without producing effects (state consistency)", "Boost dice add their own value to other dice in range, correspondingly increasing a boosted attack die's damage in the same resolution; moving the...
[ "A mirror die and the copied die referencing each other in one resolution do not cause infinite recursion, and the copied value is the value at the instant of copying rather than after resolution (second-order cyclic-reference case, not explicitly stated in the spec)", "Resolution remains stable with a full board...
[ [ "C3" ], [ "C1" ], [ "C5" ], [ "C1" ], [ "C3", "C1" ], [ "C5", "C3" ] ]
[ [ "C3", "C1" ], [ "C6", "C5" ], [ "C2", "C3" ], [ "C8", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=steam_repro | hard_systems=board placement and adjacency × dice interactions × resolution order × dice properties and costs (4) | coupled_assertion=placement order×resolution | tier_rationale=complete system layers but limited board size, with probability and strategy close to equally weighted, classified mid | ...
repro_cases_v1_batch2.json
null
[]
{ "repro_game": "Die in the Dungeon | ATICO / HypeTrain Digital | Steam app 2026820 | EA 2025-02-21 / 1.0 2026-05", "src_video": "https://www.bilibili.com/video/BV1KCPTeaEjt/", "difficulty_tier": "mid", "evidence": [ { "claim": "Official counts: 31 dice types, 142 relics, 36 potions, 4 frog heroes", ...
repro_solcesto_2d_019
repro
web
2d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
easy
Sol Cesto: You Cannot Choose a Cell, Only a Row — every click is a bet with open probabilities, while the 'teeth' system lets you rewrite that probability table; risk is displayed for you to manipulate rather than hidden.
[Game] A 4×4 probability-betting dungeon adventure: you cannot choose a specific cell, only a row, and your character lands randomly in one of its cells. Every click is a bet with openly displayed probabilities, and your build's goal is to rewrite the probability table itself. [Core Mechanics] ① Row selection and equal...
[ "C1", "C3", "C4", "C5", "C8" ]
[ "Clicking a row lands within its four cells and never another row; landing distributions for that row with different cell contents follow the currently effective probability distribution (state consistency)", "Grid contents are visible before clicking: monsters, traps, chests, and recovery items each produce thei...
[ "When items or specials remove every eligible landing cell in a row, landing resolution for that row has a defined outcome (no landing or degeneration to a deterministic landing) rather than becoming unsolvable or throwing an error (second-order empty-probability-table case, not explicitly stated in the spec)", "...
[ [ "C4", "C3" ], [ "C4", "C2" ], [ "C3" ], [ "C2", "C3" ], [ "C4", "C1" ], [ "C3", "C1" ] ]
[ [ "C3" ], [ "C6", "C3" ], [ "C2" ], [ "C8" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=steam_repro | hard_systems=row selection and probabilistic landing × probability-distribution rewriting × cell contents and resistances × items and specials resolving bets (4) | coupled_assertion=probability rewriting×character resistance | tier_rationale=probability manipulation is central, with greater C5 dept...
repro_cases_v1.json
null
[]
{ "repro_game": "Sol Cesto | Géraud Zucchini & Chariospirale / Goblinz | Steam app 2738490 | EA 2025-05-27 / 1.0 2026-04-10", "src_video": "https://www.bilibili.com/video/BV12WQhBZE9k/", "difficulty_tier": "mid", "evidence": [ { "claim": "Each floor is a 4×4 grid, with each cell containing a monster, ...
repro_mewgenics_2d_003
repro
web
2d
RPG
rpg
tactics_rpg
single-agent
extreme
Cat-Breeding Tactical RPG: Expeditions Permanently Consume Your Breeding Pool — cats returning from adventures are marked 'old' and can never deploy again, while room comfort, stimulation, and health directly rewrite offspring stats, skill-inheritance probabilities, and lifespan.
[Game] A turn-based cat-tactics and breeding roguelite: raise a group of cats, send some out to fight, and leave the others home to breed. The problem is that deployed cats return old and can never deploy again. Your fighting strength and breeding capacity draw on the same cats. [Core Mechanics] ① Dual loops: the comba...
[ "C1", "C3", "C8" ]
[ "Offspring inherit one parent's value for each stat: repeatedly breed a high-value × low-value parent pairing; offspring display either the high or low value for that stat, never an intermediate value (state consistency + statistical assertion)", "Only base stats are inherited: breeding after equipping parents wi...
[ "Inbreeding increases birth-defect probability, and introducing new blood (a stray with a survival coefficient of zero) lowers the defect rate in offspring from the same pair of parents (second-order inbreeding-coefficient/breeding-pool coupling; the spec only says inbreeding has a coefficient, not that new blood c...
[ [ "C3" ], [ "C3" ], [ "C3" ], [ "C5", "C3" ], [ "C3" ], [ "C5", "C3" ] ]
[ [ "C3" ], [ "C5", "C1" ], [ "C2" ], [ "C8", "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=steam_repro | hard_systems=genetics and breeding × five-attribute room management × combat action economy × environmental interactions (4) | coupled_assertion=management×genetics (Comfort affects fighting, which affects breeding availability) | tier_rationale=multigenerational planning + inheritance probabilitie...
repro_cases_v1_batch2.json
null
[]
{ "repro_game": "Mewgenics | Edmund McMillen + Tyler Glaiel | Steam app 686060 | 2026-02-10", "src_video": "https://www.bilibili.com/video/BV1oAfhBZEvN/", "difficulty_tier": "ceiling", "evidence": [ { "claim": "Official counts: 1000+ abilities (75 per class), 900+ items, 200+ enemies and bosses", ...
repro_oneturnkill_2d_016
repro
web
2d
Social & Tabletop
social_tabletop
card_board
competitive
easy
One Turn Kill: Your Deck Is the Cost — playing a 3-cost card means drawing 3 cards from the top of the deck; your resource pool and your hand are the same stack of cards, and enemies insert junk into that stack mid-combo.
[Game] Single-turn card combat: the entire battle ends within your own first turn. Killing the enemy wins, and choosing to end your turn loses. The puzzle revolves around a counterintuitive premise: your costs and your cards are the same stack. [Core Mechanics] ① Deck as cost: there is no separate energy pool; playing ...
[ "C1", "C2", "C3", "C8" ]
[ "Cards of different costs draw exactly their cost from the deck top when played; insufficient remaining cards prevent play and display a message (state consistency)", "Consecutive expensive cards rapidly reduce remaining deck size; reaching zero immediately loses and does not trigger subsequent resolution (state ...
[ "When useless cards inserted by enemies are drawn from the deck, they occupy part of the cost's draw quota, so their effect on later combos appears several steps later rather than immediately (second-order delayed interference effect, not explicitly stated in the spec)", "With the deck nearly exhausted and enemie...
[ [ "C1" ], [ "C1" ], [ "C1" ], [ "C2" ], [ "C2", "C3" ], [ "C2", "C3" ] ]
[ [ "C2" ], [ "C6", "C2" ], [ "C2", "C1" ], [ "C8", "C2" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=steam_repro | hard_systems=deck as cost × deck cap and exhaustion × real-time enemy interference × difficulty tiers (4) | coupled_assertion=enemy interference×combos | tier_rationale=dense decisions within one turn but strongly tied to probability/randomness, provisionally mid | Note=the original game confirms o...
repro_cases_v1.json
null
[]
{ "repro_game": "One Turn Kill | DenDen / Waku Waku Games | Steam app 3151270 | 2026-01-15", "src_video": "https://www.bilibili.com/video/BV1cSTfzzESt/", "difficulty_tier": "mid", "evidence": [ { "claim": "No energy pool; remaining deck cards are the resource: a 3-cost card draws 3 cards from the top,...
repro_paxautocratica_3d_010
repro
web
3d
Simulation & Sandbox
simulation_sandbox
city_management
mixed-motive
extreme
Pax Autocratica: You Govern People Who React — executions raise fear most easily, but lowering it requires slow, individual reassurance; a public reward or punishment spreads across the base through Social Ripple, and the same decree affects each citizen according to fear tolerance and propaganda susceptibility.
[Game] A hybrid of totalitarian colony simulation and FPS roguelite: build a regime and personally lead troops at the front. Colony citizens are not numbers; they respond to your laws with gratitude or resistance, and fear is the easiest lever to raise and hardest to lower. [Core Mechanics] ① Four public-sentiment dime...
[ "C1", "C3", "C8" ]
[ "A fear-increasing decree raises fear, which naturally decays over the following days; over the same period, reassurance lowers fear at a significantly slower rate than the decree raises it (state consistency + statistical assertion)", "At low versus high fear, the same policy produces different citizen obedience...
[ "When fear is reduced to an extremely low level, obedience previously sustained by fear disappears and previously suppressed dissent emerges together at the same moment rather than transitioning smoothly (second-order fear-decay/accumulated-dissent interaction; the spec only states that fear decays)", "Resolution...
[ [ "C3" ], [ "C1" ], [ "C1" ], [ "C1" ], [ "C1" ], [ "C3", "C1" ] ]
[ [ "C6", "C3" ], [ "C6", "C3" ], [ "C2" ], [ "C8", "C3" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=steam_repro | hard_systems=four public-sentiment dimensions × policies and Ripple × individual heterogeneity × production hauling and prisoner conversion (4) | coupled_assertion=individual heterogeneity (same decree affects different citizens differently, confirmed by guides) | tier_rationale=players govern whil...
repro_cases_v1_batch2.json
null
[]
{ "repro_game": "Pax Autocratica | Multiverse | Steam app 1067360 | EA 2026-08-10", "src_video": "https://www.bilibili.com/video/BV1wku962E7h/ (this ID has an invalid format, pending human checking)", "difficulty_tier": "ceiling", "evidence": [ { "claim": "The official four dimensions are fear, happin...
repro_chariotrivals_mobile_2d_015
repro
mobile
2d
Action
action
chariot_contact_racing
single-agent
extreme
Top-down chariot racing: steer by touch to contest inside and outside lines; crashes and wreckage change following vehicles' routes, while low grip in rain amplifies collision consequences and interacts with lap counting and ranking.
[Game] Create top-down pixel-art ancient Roman chariot racing. Horses pull chariots around an oval arena, while players steer by touch to choose inside or outside lines, fight for position, overtake rivals, and avoid crash wreckage. [Core Mechanics] ① This task uses automatic forward motion and finger-controlled steeri...
[ "C1", "C3", "C4", "C5" ]
[ "From the same starting point, touch inputs with different directions or durations produce continuous, distinguishable trajectories; characters cannot teleport to the other side of the track, and out-of-bounds events follow the published rules.", "While four chariots race simultaneously, vehicle contacts change s...
[ "Repeatedly crossing back and forth or bouncing near the finish line cannot accumulate laps or repeatedly trigger completion without traversing the full track-section sequence again.", "During a rapid three-vehicle chain collision, each vehicle's identity and damage remain independent; wreckage is not duplicated ...
[ [ "C6", "C4" ], [ "C1" ], [ "C1" ], [ "C8", "C6" ], [ "C6", "C1" ], [ "C1" ] ]
[ [ "C1" ], [ "C3", "C1" ], [ "C1" ], [ "C6", "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=ios_repro | hard_systems=continuous driving×multi-body collisions and wreckage×weather-dependent grip×lap counting and ranking | tier_rationale=continuous physics plus four interacting systems, provisionally ceiling | scope=oval course with dry/wet states | source_gap=input gestures and physics parameters not pl...
repro_cases_mobile_pilot.json
Racing
[]
{ "repro_game": "Chariot Rivals | Towering Towers / BABAR SAEED JANJUA | US App Store iOS 2026-07-27 | app 6766568254", "src_video": "", "difficulty_tier": "ceiling", "evidence": [ { "claim": "US iOS releaseDate=2026-07-27; query date 2026-09-18; this is the listing's store release date, not necessari...
repro_dungeonwarfare3_mobile_2d_013
repro
mobile
2d
Strategy
strategy
terrain_trap_defense
single-agent
extreme
Terrain-editable trap tower defense: walls and chasms change invasion routes, while trap cooldowns and displacement interact; enemy types, difficulty runes, and between-run growth jointly determine pressure on the defenses.
[Game] Create dungeon tower defense suited to touch placement. Enemies advance from an entrance toward the core. Players first shape routes with terrain cells, then place traps so the same enemies pass through multiple damage zones. [Core Mechanics] ① Terrain includes passable ground, blocking walls, and dangerous chas...
[ "C1", "C2", "C3", "C8" ]
[ "Adding a wall that allows a legal detour between the same entrance/core actually changes enemy paths; an edit blocking the only route is rejected with resources and terrain unchanged.", "Trap construction and upgrades consume the displayed resources, and traps cannot retrigger during cooldown; upgraded range, da...
[ "After being pushed back to a fork, enemies pathfind from their current positions rather than teleporting to the next waypoint from before the push; survivors leaving a chasm exist only when allowed by the rules.", "If two traps hit an enemy able to survive only one hit at the same simulation instant, death, drop...
[ [ "C5", "C2" ], [ "C8", "C3" ], [ "C5", "C2" ], [ "C2", "C3" ], [ "C5", "C2" ], [ "C5", "C1" ] ]
[ [ "C2" ], [ "C2", "C3" ], [ "C7", "C8" ], [ "C2", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=ios_repro | hard_systems=variable-terrain pathfinding×trap triggers and cooldowns×mixed waves×rune and progression economy | tier_rationale=four coupled systems, provisionally ceiling, requiring pilot calibration | scope=two levels with finite waves | source_gap=the original's route-blocking strategy and specifi...
repro_cases_mobile_pilot.json
null
[]
{ "repro_game": "Dungeon Warfare 3 | Excidium Inc. | US App Store iOS 2026-05-14 | app 6758903716", "src_video": "", "difficulty_tier": "ceiling", "evidence": [ { "claim": "US iOS releaseDate=2026-05-14; query date 2026-09-18; this is the listing's store release date, not necessarily the debut on othe...
repro_coilbloom_mobile_2d_012
repro
mobile
2d
Adventure & Puzzle
adventure_puzzle
hex_circuit_heat
single-agent
medium
Hexagonal circuit puzzles: every pipe placement adds heat, while closed same-color circuits clear and discharge heat to generate energy; temporary modules alter the run's returns, and permanent research stays separate from current-run growth.
[Game] Create a portrait hexagonal reactor puzzle. Players select a candidate pipe tile, rotate it, and place it in the reactor; connecting same-colored pipe ports into closed circuits charges and cools the reactor. [Core Mechanics] ① The later reactor uses a nineteen-cell hexagonal board, with colored ports and connec...
[ "C1", "C3", "C8" ]
[ "Rotating a pipe changes its ports' six-edge orientation; neighboring ports with different colors do not connect, same-color open chains do not discharge, and only closed circuits trigger one clear.", "From the same initial state, consecutive open-chain placements add heat, while completing a circuit clears pipes...
[ "If one placement triggers multiple circuits sharing cells, calculate returns by the published rules; shared entities are removed only once, without negative pipe counts or duplicate recovery.", "If the final tile both reaches the heat threshold and completes a cooling circuit, determine the outcome strictly by t...
[ [ "C1" ], [ "C8", "C4" ], [ "C8", "C3" ], [ "C5", "C3" ], [ "C5", "C1" ], [ "C5", "C3" ] ]
[ [ "C2", "C3" ], [ "C3", "C1" ], [ "C1" ], [ "C8", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=ios_repro | hard_systems=multicolor hex connectivity×heat/energy budgets×within-run and permanent module growth | tier_rationale=three interlocking systems, provisionally mid | scope=one multi-stage challenge | source_gap=shared circuits and meltdown priority require play-testing | heat=popularity unconfirmed
repro_cases_mobile_pilot.json
Puzzle
[]
{ "repro_game": "Coilbloom | Steven Wemyss / Seneku Design | US App Store iOS 2026-08-19 | app 6796681788", "src_video": "", "difficulty_tier": "mid", "evidence": [ { "claim": "US iOS releaseDate=2026-08-19; query date 2026-09-18; this is the listing's store release date, not necessarily the debut on ...
repro_warden_mobile_2d_011
repro
mobile
2d
Strategy
strategy
deterministic_escort_tactics
single-agent
hard
Deterministic escort tactics: control one character piece to protect two soul lanterns while enemies telegraph their next actions; pushing, occupancy, and movement abilities gained room by room jointly change viable solutions.
[Game] Create a portrait, one-handed turn-based guardian roguelite. Each dungeon room contains one player-controlled character and two soul lanterns enemies try to extinguish. Enemies' next actions are public, with no dice rolls or random hit checks; save lanterns through positioning rather than stalling by running in ...
[ "C1", "C2", "C3" ]
[ "Repeating the same complete initial state and legal action sequence twice yields the same enemy destinations, lantern states, and outcome; without intervention, actual actions match telegraphs, with no spontaneous random evasion.", "In a threatened-lantern situation, compare body-blocking, capturing the attacker...
[ "Capturing an enemy before its telegraphed attack executes prevents that unexecuted action from extinguishing a soul lantern; other surviving enemies still complete their legal actions.", "Pushing an enemy into an occupied cell or off the board is rejected or resolved according to the stated legality rules; piece...
[ [ "C7", "C2" ], [ "C2", "C1" ], [ "C1" ], [ "C5", "C1" ], [ "C6", "C5" ], [ "C5", "C1" ] ]
[ [ "C7", "C2" ], [ "C7", "C8" ], [ "C7", "C6" ], [ "C7", "C2" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=ios_repro | hard_systems=deterministic telegraphed combat×dual-objective protection×movement-ability growth | tier_rationale=three coupled systems, provisionally mid | source_gap=not play-tested; exact legal moves and enemy action order are specified by the implementation and await review | heat=popularity uncon...
repro_cases_mobile_pilot.json
null
[]
{ "repro_game": "Warden: Tactics Roguelite | Tom Murton | US App Store iOS 2026-07-13 | app 6789813322", "src_video": "", "difficulty_tier": "mid", "evidence": [ { "claim": "US iOS releaseDate=2026-07-13; query date 2026-09-18; this is the listing's store release date, not necessarily the debut on oth...
repro_orderautomatica_mobile_2d_001
repro
mobile
2d
Strategy
strategy
autobattler_roguelite
single-agent
hard
Nine-cell ritual-board auto-battler: prepare by placing units in limited cells, merging identical types, equipping items, and using beneficial or harmful tiles; units act independently in battle, with outcomes determined by formation, trigger order, and run modifiers together.
[Game] Reproduce a nine-cell formation roguelite suited to phone touchscreens. Each encounter consists of preparation, watching an automatic battle, then claiming rewards and advancing to the next encounter. Key player decisions occur before combat rather than through continuous skill tapping during battle. [Core Mecha...
[ "C1", "C3" ]
[ "Repositioning a tank and adjacent-buffer in the same team on the 3×3 board maintains legal occupancy and changes affected allies or survival outcomes in automatic combat; the next enemy lineup is visible before confirmation (formation × trigger coupling)", "Insufficient resources reject purchases without changin...
[ "Merging an adjacent-buff unit upgrades that unit but frees a cell and changes adjacency; combat recalculates using the actual post-merge formation, without reusing pre-merge buff caches (second-order coupling)", "If a unit dies before later effects in the same trigger chain, it is no longer a valid beneficiary o...
[ [ "C8", "C2" ], [ "C3", "C1" ], [ "C1" ], [ "C1" ], [ "C1" ], [ "C1" ] ]
[ [ "C1" ], [ "C1" ], [ "C1" ], [ "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=ios_repro | release=2026-09-04 (developer-confirmed, not the Expected wording cached on Apple's page) | hard_systems=nine-cell position/adjacency × purchasing/merging/equipment × positive/negative cells and persistent modifiers × automatic-battle trigger order (4) | tier_rationale=four coupled systems, but only ...
repro_cases_mobile_pilot.json
Strategy & Card
[]
{ "repro_game": "Order Automatica | New Beings / better. publishing / Pixel Perfect Dude | simultaneous full iOS + PC release 2026-09-04", "src_video": "", "difficulty_tier": "mid", "evidence": [ { "claim": "Full release launched simultaneously on iOS and multiple platforms on 2026-09-04", "sour...
repro_dogpile_mobile_2d_008
repro
mobile
2d
Adventure & Puzzle
adventure_puzzle
merge_deckbuilder
single-agent
easy
Dog-dropping merge roguelite: matching dogs merge into larger dogs on contact, traits change placement and merge chains, and Dog Tags and purchases form within-run combinations.
[Game] Make a mobile dog-dropping merge roguelite. Players draw from their dog-card deck and place dogs in a limited yard; matching dogs merge on contact into larger breeds. Crowding, dog traits, and Dog Tag bonuses give every placement consequences. [Core Mechanics] ① After placement, collision/adjacency rules determi...
[ "C1", "C3", "C4" ]
[ "Two matching dogs merge on contact into a higher-tier dog and free occupied space; different types do not merge (basic merging)", "When one placement causes two consecutive merges, each dog tier and the total score resolve correctly step by step, without duplicate scoring (chains)", "Buying or removing dog car...
[ "A newly merged dog immediately contacting a matching neighbor continues the chain; movement traits move only into legal empty spaces without overwriting other dogs (second-order spatial interaction)", "When a dog with a negative trait merges, scoring honors that trait rather than skipping the penalty during the ...
[ [ "C1" ], [ "C4", "C1" ], [ "C3" ], [ "C1" ], [ "C3" ], [ "C1" ] ]
[ [ "C1" ], [ "C6", "C1" ], [ "C1" ], [ "C4", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=ios_repro | hard_systems=spatial merging×deck economy×traits×Dog Tag synergies | tier_rationale=four interlocking systems, provisionally mid | source_gap=original physics collisions and draw rules require play-testing | scope=full breed roster and paid unlocks not tested
repro_cases_mobile_pilot.json
Puzzle
[]
{ "repro_game": "Dogpile | Foot Games | US App Store iOS 2026-08-20 | app 6759942819", "src_video": "", "difficulty_tier": "mid", "evidence": [ { "claim": "Matching dogs merge on contact, deckbuilding, dog traits, Dog Wash, and Dog Tags", "source": "https://apps.apple.com/us/app/dogpile/id675994...
repro_flickshotrogues_mobile_2d_010
repro
mobile
2d
Action
action
flick_physics_roguelite
single-agent
hard
Drag-to-aim turn-based launching roguelite: heroes collide with enemies and walls to rebound and combo, while loot, skills, and curses change the route value of each launch.
[Game] A turn-based roguelite where heroes are flicked like tabletop pieces. Players drag with a finger to set direction and power, then release to launch. The hero collides with enemies and walls in small arenas, rebounding into multi-hit attacks; after each battle, choose abilities, equipment, or curses with costs. [...
[ "C1", "C3", "C4", "C8" ]
[ "Changing drag angle or length from the same starting point changes launch direction or speed; no launch occurs before release or after cancellation (aiming input)", "After hitting a wall, the hero's direction reflects according to visible geometry; successive collisions produce multiple motion segments, with spe...
[ "If one launch contacts a wall and enemy simultaneously, reflection, damage, and knockback resolve in an explicit order, without wall pass-through or duplicate damage (second-order collision)", "Repeated low-speed contacts in a wall corner end motion in finite steps, without infinite loops or flying out of bounds...
[ [ "C4" ], [ "C3" ], [ "C4", "C2" ], [ "C6", "C2" ], [ "C6", "C3" ], [ "C5", "C2" ] ]
[ [ "C4", "C2" ], [ "C3" ], [ "C2" ], [ "C4", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=ios_repro | hard_systems=continuous collisions×knockback combat×hero skills×rewards and curses | tier_rationale=continuous physics and chained triggers have high uncertainty, provisionally ceiling | source_gap=newly released and not play-tested; physics and haptics are verification priorities | scope=full campai...
repro_cases_mobile_pilot.json
null
[]
{ "repro_game": "Flick Shot Rogues | Noodlecake | US App Store iOS 2026-09-16 | app 6758023730", "src_video": "", "difficulty_tier": "ceiling", "evidence": [ { "claim": "Finger-flick turn-based combat, combos, characters/items/skills and curses, and rearranged new runs", "source": "https://apps....
repro_tinybookshop_mobile_2d_014
repro
mobile
2d
Simulation & Sandbox
simulation_sandbox
inventory_customer_recommendation
single-agent
medium
A traveling secondhand bookshop: operating location changes the customer mix, stock categories and decorations change sales, and recommendation requests require finding actual stocked books that match multiple reading preferences.
[Game] Run a traveling secondhand bookshop in a coastal town. Each day, prepare books and displays and choose a selling location, then serve ordinary customers and customers with specific reading requirements; revenue determines the next day's stock and arrangement. [Core Mechanics] ① Books track identity, category, qu...
[ "C1", "C3", "C8" ]
[ "Purchases deduct cash and add the corresponding book quantity subject to capacity; selling one copy removes one stock unit and adds revenue once, with multiple copies of the same title tracked as separate quantities.", "With fixed starting stock and reproducible customer traffic, switching between two locations ...
[ "If an ordinary sale and a confirmed recommendation simultaneously compete for the last copy, only one sale succeeds; the other refreshes candidates or explicitly fails, without duplicate cash or sales increments.", "Moving, storing, and replacing the same decoration leaves its effect determined by current placem...
[ [ "C3" ], [ "C8", "C5" ], [ "C7", "C2" ], [ "C2", "C3" ], [ "C2", "C3" ], [ "C3", "C1" ] ]
[ [ "C2" ], [ "C4", "C3" ], [ "C2", "C3" ], [ "C8" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=ios_repro | hard_systems=inventory economy×location customer mix and recommendation matching×decorations and multi-day operations | tier_rationale=three causally interacting systems, provisionally mid | scope=three operating days, explainable recommendations | source_gap=original values and gestures await play-t...
repro_cases_mobile_pilot.json
null
[]
{ "repro_game": "Tiny Bookshop | neoludic games / Skystone Games | US App Store iOS 2026-07-09 | app 6766267906", "src_video": "", "difficulty_tier": "mid", "evidence": [ { "claim": "US iOS releaseDate=2026-07-09; query date 2026-09-18; this is the listing's store release date, not necessarily the deb...
repro_cardcrawl2_mobile_2d_007
repro
mobile
2d
Social & Tabletop
social_tabletop
solitaire_dungeon
single-agent
easy
A four-column stacked-card dungeon: up to sixteen dungeon cards form the position, with players sorting, equipping, selling, and fighting under card-covering relationships.
[Game] A mobile card dungeon. Four stacked columns at the center contain up to sixteen dungeon cards, with covering relationships determining currently usable cards. Players use equipment, spells, and coins to clear the entire dungeon deck and survive. [Core Mechanics] ① Card categories are monsters, weapons/armor, coi...
[ "C1", "C3", "C4" ]
[ "Covered cards cannot be used directly; removing the top card correctly reveals the one beneath, with card count conserved (stacking)", "Using weapons against monsters changes combat results; equipped armor changes incoming damage compared with no armor (equipment × combat)", "Coin cards can be collected or sol...
[ "If a spell removes a top card and changes another column, the usable-card set is recalculated without retaining old touch regions (second-order covering)", "Replacing equipment removes its old effect and applies the new effect once, without double damage reduction (state timing)", "If one column is empty while...
[ [ "C1" ], [ "C1" ], [ "C3" ], [ "C1" ], [ "C4" ], [ "C3", "C1" ] ]
[ [ "C4" ], [ "C1" ], [ "C1" ], [ "C4", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=ios_repro | hard_systems=four-column covering×equipment combat×spells changing layouts×coins and heroes | tier_rationale=four interlocking system categories, provisionally mid | source_gap=exact legal-play rules not established from store copy | scope=offline single run, rankings and payments not tested
repro_cases_mobile_pilot.json
Card & Board
[]
{ "repro_game": "Card Crawl 2 | Arnold Rauers | US App Store iOS 2026-03-26 | app 6744351421", "src_video": "", "difficulty_tier": "mid", "evidence": [ { "claim": "Four columns with up to 16 stacked cards, sorting/equipping/selling, spells, and heroes", "source": "https://apps.apple.com/us/app/c...
repro_dawnfolk_mobile_2d_009
repro
mobile
2d
Strategy
strategy
micro_city_builder
single-agent
easy
Short-session shadow city building: spend limited resources to explore darkened cells, illuminate land, place buildings, and gain extra resources through brief skill minigames.
[Game] Rebuild a miniature kingdom swallowed by darkness on a phone. Players use firelight to explore and illuminate the map, then turn limited land into farms, housing, and production facilities; minigames supply extra construction resources. [Core Mechanics] ① The map contains visible and shadow-covered cells. Explor...
[ "C1", "C3", "C5", "C8" ]
[ "Unlit cells cannot be built on; placement becomes available only after exploration and illumination, with exploration resources correctly deducted (shadow gate)", "Farms, housing, and material buildings have different output/capacity, with resource production and population consumption resolved step by step (cit...
[ "When exploration opens a key resource cell but also raises maintenance costs, net resources jointly account for both systems rather than only new income (second-order economy)", "When population capacity is exactly at its limit, building housing or consuming food does not transiently make demand or capacity nega...
[ [ "C4", "C3" ], [ "C3", "C1" ], [ "C3" ], [ "C4", "C3" ], [ "C3", "C1" ], [ "C8", "C3" ] ]
[ [ "C3", "C1" ], [ "C3", "C1" ], [ "C1" ], [ "C8", "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=ios_repro | hard_systems=shadow exploration×tile city building×resource economy×minigame returns | tier_rationale=four coupled systems in short sessions, provisionally mid | source_gap=building effects and minigame controls require play-testing | scope=full story and in-app purchases not tested
repro_cases_mobile_pilot.json
null
[]
{ "repro_game": "Dawnfolk | Short Circuit Studio | US App Store iOS 2026-08-17 | app 6759442443", "src_video": "", "difficulty_tier": "mid", "evidence": [ { "claim": "Shadow-world exploration, resource management and city building, minigame rewards, short sessions, and real-time/turn-based modes", ...