Thank you. Testing. We're navigating a very good balance in overall logical and readable systems design throughout the whole stack. It's very good. No cryptic code at all so far, let's keep it that way. Testing! ==[ Terminal ]== --- FSO Compiler Pipeline --- [1] Reading source intent from game_idea.txt... [2] Compiling via local cluster... [3] Artifact saved to game_idea.md. Booting VM... ======================================== You are standing on a sandy beach. To the north, you see a dense jungle. >B [ENV EVENT]: A stray wooden boat washes up onto the beach, carried by the tide. north I do not understand. You are standing on a sandy beach. To the north, you see a dense jungle. > go north You enter a dark and humid jungle. To the east, you see a faint light. > go east You enter a dark cave. There is a treasure chest in the center. > look at chest The treasure chest is locked. You enter a dark cave. There is a treasure chest in the center. > unlock chest I do not understand. You enter a dark cave. There is a treasure chest in the center. > exit I do not understand. You enter a dark cave. There is a treasure chest in the center. > go west I do not understand. You enter a dark cave. There is a treasure chest in the center. > help I do not understand. You enter a dark cave. There is a treasure chest in the center. >B ==[ /Terminal ]== This is massive progress! It feels very solid! Considering Gemma made all of this up -- I wonder if VIC-20 Pirates' Cove designers used Gemma.. since it was as hard to guess the words! Time to cheat/inspect ==[ Terminal ]== [SYSTEM] VM Halted. State preserved on disk. $ cat game_idea.mdB ```fso-state VAR VERB STR "HELP" VAR ARG1 STR "" VAR ARG2 STR "" ```fso-code LBL my_room ENV_FLUSH OUT "You are standing on a sandy beach. To the north, you see a dense jungle." ACTION "LOOK" handle_look ACTION "GO" handle_go AWAIT OUT "I do not understand." JMP my_room LBL handle_go JMP_IF ARG1 CONTAINS "NORTH" jungle_entrance OUT "You cannot go that way." JMP my_room LBL jungle_entrance ENV_FLUSH OUT "You enter a dark and humid jungle. To the east, you see a faint light." ACTION "LOOK" handle_look_jungle ACTION "GO" handle_go_jungle AWAIT OUT "I do not understand." JMP jungle_entrance LBL handle_look_jungle ENV_FLUSH OUT "You see a strange symbol carved into a nearby tree." JMP jungle_entrance LBL handle_go_jungle JMP_IF ARG1 CONTAINS "EAST" hidden_cave OUT "You cannot go that way." JMP jungle_entrance LBL hidden_cave ENV_FLUSH OUT "You enter a dark cave. There is a treasure chest in the center." ACTION "LOOK" handle_look_cave ACTION "TAKE" handle_take_treasure AWAIT OUT "I do not understand." JMP hidden_cave LBL handle_look_cave ENV_FLUSH OUT "The treasure chest is locked." JMP hidden_cave LBL handle_take_treasure ENV_FLUSH OUT "You open the treasure chest and find a golden key!" JMP hidden_cave ```<end_of_turn>$B ==[ /Terminal ]==