I set up my piano beside my workstation and spent much of the last month playing. Today I returned to Chromancers to figure out what to build next.

Combat is promising, but fun and scale remain unproven. Talking it through with Codex clarified the focus: discovering hero skills, finding synergies, and facing tougher, smarter enemies. The gem board supports those decisions.

We'll start with a fixed trio: two heroes whose skills work alone and better together, plus a third offering another option. One predictable threat first, then two. Taking a hit to land a killing blow should sometimes be the right choice. The test is whether I understand the consequences, see worthwhile alternatives, and want another attempt.

We also opened a roguelike possibility: persistent heroes with signature skills, modified by temporary run upgrades. The permanent/temporary split still needs exploring.

The roadmap below orders those experiments. Failed tests get revised before moving on; later stages remain provisional.

0. Repeatable test setup
1. One clear threat
2. Two competing threats
Combat worth replaying?
No → Revise combat experiment
Yes ↓
3. Fresh player check
4. One run upgrade choice
5. Different builds, same run
Builds change play?
No → Revise upgrade choices
Yes ↓
6. Vary enemy challenges
7. Explore hero persistence
8. Scope a playable slice

Today's soundtrack: Tuner, after seeing the movie. Great jazz, Jean Reno, and a new appreciation for piano chords and solos.

Workbench time: 41m tracked on October 24. Complete project total unavailable from the current logs. Estimated from Codex activity with a 15-minute inactivity cutoff.