Domino Stories stores each level as an XML file (Assets/Levels/main/<pack>/level_<n>.xml) — board tiles at x/y/rotation, each carrying 10 difficulty-variant value sets (id_1…id_10), plus a draw pool. This POC renders the board and the difficulty curve. Same idea as the Domino Dreams layout POC, adapted to this game's XML format.
How: these levels aren't compiled — they ship as plain XML text assets, which we parsed directly (no decoding, no inference; spot-checked against the raw XML). The board renders each <tile> at its x/y/rotation; the draw pool and the queue deal sequence (start + loop flow) are resolved from the same XML. The difficulty curve is the board tile count per level — a direct proxy (more tiles = bigger board).
Why: a visual reference of how levels are actually built — useful for the design team to compare board complexity, pacing, and the difficulty rhythm against their own level design.
Board tile count is a direct difficulty proxy (more tiles = bigger board). 310 levels. Min 1, max 56, mean 25. Note the rhythm — it rises then dips, not a flat ramp.
queue flow: which pool tile is dealt, in orderRenders the board, the draw pool, and the deal sequence (start + loop flow, resolving each point id → pool tile) per difficulty variant. Streak reward steps are in layouts.json. Tile values are the raw id_n face pairs (e.g. 2_0; values run 0–9). This game's levels are plain domino boards — no booster/lock/blocker tile types exist in the XML schema, so there's no special-tile decoration to render.