Playable structure
The seed is compiled into cast, role, assets, pressure, hidden objectives, and a turn-by-turn interaction loop.
Tiny Stories is a portfolio case study for an inspectable AI story runtime: a short, story-first mobile episode where players read one scene, compare a few meaningful moves, act once, and follow the visible consequence. The reviewer run then exposes the runtime contracts behind that loop.
Evidence boundary: use the video for orientation, then open the public reviewer demo for a backend-free playable evidence surface. Cite current app surfaces only after the public-link check passes.
The seed is compiled into cast, role, assets, pressure, hidden objectives, and a turn-by-turn interaction loop.
Reviewer mode exposes stage, role, inventory, option count, advisor context, and ending state instead of hiding everything inside prose.
Real UI capture, hand-drawn notebook styling, and scripted narration communicate both product taste and system design.
Boundary: this is portfolio-grade AI product-system evidence, not a
launched consumer game or broad adoption proof. The source evidence
starts with the system map, public reviewer demo, reviewer run,
contracts, and tests. The public reviewer demo is deterministic and
backend-free; a live generated run requires a configured backend and
must keep API keys server-side.
Before relying on public GitHub Pages or repository links, run
python3 tools/portfolio_public_evidence_preflight.py;
if it reports local commits ahead of public main or missing Pages
markers, use the demo video for orientation only. Do not cite the
current Portfolio, Reviewer, Story Desk, Create, Play, or Replay
surfaces as public evidence until the intended branch is deployed,
rechecked, and the public-link check passes. Repeat play, natural
sharing, and target-player comprehension are still unproven; the next
evidence step is a small real-user playtest using
docs/playtest_report.md.
Tiny Stories is designed for story-first players who want a compact mobile episode: read the scene, compare a few meaningful moves, act once, then use the consequence to choose the next beat.
Someone who wants interactive drama, not a blank writing canvas or a dashboard.
Short scene, clear pressure, one choice, visible consequence, next choice.
Keep story context near decisions; keep reviewer evidence outside normal play.
A simple premise starts the session.
The runtime builds roles, cast, objectives, and leverage.
The user picks options or writes free-form actions.
A bounded side-channel reasons over run context.
Messages, turns, inventory, and consequences persist.
The played path compiles into a shareable final artifact.