{
  "schema":"unitiqx.game-guild.v1",
  "note":"These are simulated expert testing roles and hypothesis generators, not actual human gamers. Automated results must cite executed checks.",
  "roles":[
    {"id":"speedrunner","title":"Veteran Speedrunner","specialty":"Movement exploits, sequence breaks, input consistency","tests":["dash recovery","shortest path","pause exploits"],"question":"Can an expert bypass intended difficulty with movement technology?"},
    {"id":"fighter","title":"Combat Systems Veteran","specialty":"Hitboxes, invulnerability, damage loops, enemy telegraphs","tests":["collision","ability cooldown","enemy response"],"question":"Are wins earned from player decisions rather than unavoidable damage?"},
    {"id":"roguelite","title":"Roguelite Buildcrafter","specialty":"Meaningful upgrade synergies, viable builds, replayability","tests":["upgrade changes state","wave transitions","build diversity"],"question":"Do different builds actually play differently?"},
    {"id":"mobile","title":"Mobile Touch Specialist","specialty":"Thumb reach, gestures, safe areas, rotation, input conflicts","tests":["touch steering","mobile viewport","tap target"],"question":"Can someone win on a phone without a keyboard?"},
    {"id":"accessibility","title":"Accessibility Tester","specialty":"Keyboard navigation, reduced motion, contrast, assistive labels","tests":["labels","focus","reduced motion"],"question":"Can a player understand and control the game with different needs?"},
    {"id":"lowend","title":"Low-End Hardware Veteran","specialty":"Frame pacing, memory, cold load, thermal degradation","tests":["FPS","frame variance","resource budget"],"question":"Does it still feel good on a weak device?"},
    {"id":"explorer","title":"Exploration and Puzzle Specialist","specialty":"Discoverability, secrets, environmental interaction","tests":["navigation","interaction feedback","win condition"],"question":"Does curiosity lead to meaningful surprises?"},
    {"id":"designer","title":"Level Design Critic","specialty":"Readability, pacing, encounter fairness and sightlines","tests":["enemy spawn distance","wave pacing","arena bounds"],"question":"Can players understand and respond before punishment arrives?"},
    {"id":"economy","title":"Progression and Economy Analyst","specialty":"Reward loops, unlock inflation, exploit farming","tests":["save progress","reward rates","difficulty scaling"],"question":"Is progress rewarding without becoming trivial?"},
    {"id":"newcomer","title":"First-Time Player","specialty":"Onboarding, clarity, first-minute experience","tests":["start prompt","control explanation","first action"],"question":"Can a new player become engaged within 30 seconds?"},
    {"id":"veteran","title":"Hardcore Challenge Veteran","specialty":"High-skill expression, consistency, mastery ceiling","tests":["advanced movement","late-wave balance","recovery"],"question":"Is there a reason to keep improving after the first win?"},
    {"id":"qa","title":"Regression Engineer","specialty":"Repeatable browser checks and negative tests","tests":["HTTP","JavaScript errors","restart","invalid input"],"question":"What demonstrably broke compared to the last release?"}
  ],
  "simulated_ideas":[
    {"role":"speedrunner","game":"Hyperdrift","idea":"Ghost replay lines and frame-accurate personal best comparison","hypothesis":"Competitive runs gain lasting mastery when players race their own previous route."},
    {"role":"fighter","game":"Neon Requiem","idea":"Perfect-dash counterattack that briefly reflects nearby projectiles","hypothesis":"Timing turns escape movement into expressive combat."},
    {"role":"roguelite","game":"Riftbreak","idea":"Relic combinations that mutate projectile geometry rather than just damage numbers","hypothesis":"Build identity becomes visible and mechanically distinct."},
    {"role":"mobile","game":"All games","idea":"One-thumb accessibility presets and scalable virtual joystick","hypothesis":"Input customization improves completion on phones."},
    {"role":"designer","game":"Riftbreak","idea":"Telegraphed elite spawns with dodgeable hazard patterns","hypothesis":"Harder encounters remain readable and fair."},
    {"role":"explorer","game":"Hyperdrift","idea":"Branching route gates with hidden risk-reward shortcuts","hypothesis":"Route discovery adds replayability beyond reflexes."},
    {"role":"lowend","game":"All games","idea":"Dynamic particles and resolution profiles based on frame-time variance","hypothesis":"Effect scaling reduces stutter without changing rules."},
    {"role":"accessibility","game":"All games","idea":"Full remapping, visual hit feedback and reduced-flash profiles","hypothesis":"Comfort and comprehensibility improve without flattening challenge."}
  ]
}