Plan: park the M10 save-slot choices as deferred decisions
Records slot count, naming, presentation, delete guard and the day-length dial as decision-queue items 16-20 marked "defer": captured so the reasoning survives, but explicitly not decided now. They only bite at M10 and are all easier to judge against a real slot screen than in the abstract. Adds a "defer" convention to the queue preamble. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -285,15 +285,12 @@ Worth framing in-fiction rather than as a file manager. A slot is not "Save
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1", it is a shop with days behind it — *"Day 34 · 210 cups"* tells the player
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which one is theirs better than a filename does.
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**Requires — from you:**
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- **How many slots.** Three is conventional and the disk has room for far
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more; the constraint is screen space, not storage.
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- **Whether slots are named.** A proprietor's name per shop is charming, but
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it means building text entry on a machine with no line editor. My
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recommendation: skip it, and let day count plus cups served identify a slot.
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- **What the deletion guard is.** No fail states applies to the save screen
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too — an accidental delete is the one genuinely unrecoverable action in a
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game that otherwise has none. I would make it a two-step confirm.
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**Requires — from you — all deferred to M10 (§8 items 16–20):** how many
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slots; whether they are named; whether a slot presents as a shop or a save
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file; what guards deletion; and whether the day-length dial surfaces here as a
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player-facing choice. Recommendations are recorded in the decision queue, but
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none of these should be settled before the screen exists to judge them
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against — they are cheap to decide late and awkward to unpick if fixed early.
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**Requires — in place:** M2's save layer (done). Nothing else technically —
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this could be built any time, and is late only because the design benefits
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@@ -515,7 +512,9 @@ applies to every new input added.
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Everything the milestones above need from you, in the order it becomes
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blocking. Items marked **lead time** should be started well before the
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milestone that consumes them.
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milestone that consumes them; items marked **defer** are parked on purpose —
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captured so the reasoning survives, but not to be decided until their
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milestone arrives.
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| # | Needed for | Decision | My recommendation |
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|---|---|---|---|
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@@ -534,12 +533,20 @@ milestone that consumes them.
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| 13 | M7 | Number of palette sets | Fewer, art-directed well |
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| 14 | M8 | How overt Nakajima's reveal gets | Never stated by anyone but her |
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| 15 | M9 | Sound chip: PSG / FM / retarget | PSG-only via your existing lVGM pipeline |
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| 16 | M10 | Number of save slots, and whether they're named | 3 slots, unnamed — day count and cups served identify them without needing text entry |
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| 17 | M11 | Hardware access + 50/60Hz target | — |
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| 16 | M10 · **defer** | How many save slots | 3 — the limit is screen space, not disk room |
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| 17 | M10 · **defer** | Whether slots are named | Skip naming. Text entry on a machine with no line editor is real work; "Day 34 · 210 cups" identifies a shop better than a filename anyway |
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| 18 | M10 · **defer** | Slot presentation: shops, or save files | Shops. A slot is somewhere with days behind it, not a numbered file |
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| 19 | M10 · **defer** | Deletion guard | Two-step confirm. This is the only unrecoverable action in a game with no fail states — the cozy contract applies to the save screen too |
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| 20 | M10 · **defer** | Day length as a player-facing choice | Ask once when a new shop is started, on the slot screen. One saved byte |
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| 21 | M11 | Hardware access + 50/60Hz target | — |
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Items 1–3 are small and I can proceed on my recommendations if you'd rather
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not think about them. Items 4 and 8 are the two that genuinely shape the
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project, and both want answering now.
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**Deferred items (16–20)** are recorded so the thinking isn't lost, but they
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are deliberately *not* being decided now. They only bite at M10, and every one
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of them is easier to judge with real save content on screen than in the
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abstract. Don't let them pull scope forward.
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Of the live items, **8 is the one that wants answering today** — the art has
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external lead time and everything else can be worked around.
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## 9. Immediate next actions
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