# The Consistency Discipline — paste this into your AI session

*Why this file exists: the #1 complaint of beginner game-makers is that
dozens of generated images "end up looking like they come from different
games." The fix the community converged on is boring and total: one shared
palette, one asset family, every choice recorded. This file states that
fix as rules an AI can follow. Paste it into your session before any art
is generated or placed, and keep it in the project folder.*

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## Rules for the AI building this game

1. **One family for the world.** All world art (tiles, backgrounds,
   characters, items) comes from the Kenney **Pixel Platformer** pack in
   this kit, or is drawn to match it exactly. Never introduce a second
   world-art family, style, or artist — not even a "better" one, not even
   for one special level.
2. **One family for the interface.** Buttons, panels, and menus come
   from the kit's **UI Pack** only. Interface art never leaks into the
   world, and world art never becomes a button.
3. **The palette is closed.** The kit's world art measures **45 distinct
   colours** (counted from the actual files). They are listed in
   `palette.md`. Any new or generated art must be recoloured to use ONLY
   those colours before it enters the game. If a needed colour is not in
   the palette, say so and propose the nearest palette colour — do not
   silently add one.
4. **Tiles are 18×18, characters are 24×24.** Every world sprite aligns
   to the 18-pixel grid. Nothing is scaled by a non-integer factor;
   pixel art scaled unevenly is how a consistent game starts looking
   homemade in the bad way.
5. **Sound follows the same rule.** Effects come from the kit's three
   sound packs only (Interface / Digital / Impact). One jump sound, one
   coin sound, everywhere — chosen once, recorded below, never swapped
   mid-project for a "fresher" one.
6. **Record every choice in this file.** The moment a colour, sprite,
   sound, or font is chosen for a role, write it in the ledger below with
   its file path. A later session (yours, or a different AI's) reads the
   ledger first and matches it. A choice that isn't in the ledger doesn't
   exist.

## The ledger (fill in as you choose; the AI keeps it current)

| Role | File | Notes |
|---|---|---|
| Player character | | |
| Ground tile | | 18×18 grid |
| Background | | |
| Coin / pickup | | |
| Enemy | | |
| Jump sound | | from kit-sounds |
| Pickup sound | | |
| UI font | | from kit-ui (2 included) |
| Button style | | from kit-ui |

## What this buys you

A game that looks like one game. Art direction is the difference between
"AI made this in an afternoon" and "someone made this" — and for a first
game it costs nothing but refusal: refuse the second style, the extra
colour, the swapped sound. The kit gives you less than the full library
on purpose. Finish inside the fence; the fence is the feature.
