chore(plans): archive the completed playable-hard-offline program

Moves the finished plan and its nine audit and phase reports under
plans/archive/, keeping each program's reasoning next to the plan it
produced. plans/reports/ stays free for active work.

The audits are kept rather than discarded because they hold the baseline
measurements a future change would need to compare against, notably that
removing every guard once changed no level's optimal solution.
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tiennm99 committed 2026-07-26 00:52:59 +07:00
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@@ -19,7 +19,7 @@ All 11 playable levels are degenerate: deleting every guard changes BFS optimal
moves on every level. Not an authoring problem — four engine defects mean the mechanics never execute.
CI passed because `levels.solvability.test.js:42-48` asserts only *solvable* and *≤ par*, with no lower bound.
Source reports in `plans/reports/`:
Source reports in `./reports/` (archived alongside this plan):
- `puzzle-design-difficulty-audit-260725-2150-level-quality-report.md`
- `engine-correctness-review-260725-2150-solver-sync-and-state-report.md`
- `playability-and-ux-audit-260725-2150-player-experience-report.md`
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# Archived plans
Completed work programs. Each directory holds the plan and the reports produced
while executing it, so the reasoning behind a change stays with the change.
Active plans live one level up in `plans/`; new reports go to `plans/reports/`.
| Plan | Date | Outcome |
|---|---|---|
| [260725-2208-playable-hard-offline](260725-2208-playable-hard-offline/plan.md) | 2026-07-25/26 | Made the stealth mechanics actually execute, retuned levels 1–11, added offline play, responsive UI, and a hint system. |
## Why the reports are kept
The audits record measurements that are expensive to reproduce and hard to
believe without evidence — most importantly that, before this work, deleting
every guard from every level changed the optimal solution by zero moves, and
the final playable level could be beaten by walking down the left edge and
across the bottom. If a future change makes levels feel flat again, the
ablation numbers in `puzzle-design-difficulty-audit-*` and
`from-level-retune-phase3-*` are the baseline to compare against.