Ralph Wiggum v2 - Autonomous TDD Development Loop
Quick Start
/ralph-wiggum-v2:ralph-loop --project "diablo-starcraft" --completion-promise "DIABLO_STARCRAFT_COMPLETE"
Overview
Autonomous TDD development loop that uses parallel agent swarms to review code, discover issues, and fix them with test-first methodology until convergence criteria are met.
Workflow
Phase 1: Discovery & Initialization
- Locate or create state file:
{project}/.ralph/state.json
- Locate or create categories file:
{project}/.ralph/categories.json
- Bootstrap categories from codebase structure if empty
Phase 2: Parallel Agent Review Swarm
Spawn 3-5 parallel agents with:
- Random category (weighted toward lowest scores)
- Random subcategory within that category
- Random review style (never same as last 3 used)
- Unique focus area (no overlap between agents)
Phase 3: TDD Implementation Cycle
For each finding:
- Write failing test first
- Implement minimal fix
- Verify test passes
- Update state
Phase 4: Category Evolution
After each iteration:
- Merge new discoveries
- Recalculate scores
- Meta-review (every 5 iterations)
Phase 5: Convergence Detection
Complete when:
- 10 consecutive clean iterations
- All category scores >= 95/100
- All tests passing
- Game runs without crashes
State Schema
{
"project": "diablo-starcraft",
"iteration": 0,
"consecutiveCleanIterations": 0,
"requiredCleanIterations": 10,
"completionPromise": "DIABLO_STARCRAFT_COMPLETE",
"categories": {},
"discoveryLog": [],
"lastReviewStyles": [],
"agentHistory": [],
"startedAt": "<timestamp>",
"lastUpdated": "<timestamp>"
}
Categories Schema
{
"categories": {
"<category_name>": {
"score": 50,
"maxScore": 100,
"subcategories": {
"<subcategory_name>": {
"score": 50,
"issues": [],
"lastReviewed": null,
"reviewCount": 0
}
},
"discoveredAt": 0,
"lastUpdated": "<timestamp>"
}
}
}
Review Styles
Code Quality
| Style |
Focus |
| NITPICKER |
Formatting, naming, tiny inconsistencies |
| REFACTORER |
Duplication, abstraction opportunities |
| DRY_ENFORCER |
Copy-paste code, repeated patterns |
| TYPE_ZEALOT |
Type safety, any usage, casting |
| SOLID_ADHERENT |
SOLID principle violations |
| API_PURIST |
Interface design, contracts, signatures |
Reliability
| Style |
Focus |
| DEBUGGER |
Logic errors, off-by-one, wrong operators |
| EDGE_CASE_HUNTER |
Boundary conditions, null/undefined |
| ERROR_HANDLER |
Missing try/catch, unhandled promises |
| STATE_MACHINE_ANALYST |
Invalid state transitions |
| CONCURRENCY_EXPERT |
Race conditions, async bugs |
| MEMORY_LEAK_HUNTER |
Listeners not removed, growing arrays |
Performance
| Style |
Focus |
| PERFORMANCE_HAWK |
O(n²), unnecessary renders, hot paths |
| ALLOCATION_AUDITOR |
Object churn, GC pressure |
| RENDER_OPTIMIZER |
DOM thrashing, layout thrashing |
Security
| Style |
Focus |
| SECURITY_AUDITOR |
XSS, injection, unsafe operations |
| INPUT_VALIDATOR |
Unsanitized user input |
Architecture
| Style |
Focus |
| ARCHITECT |
Coupling, cohesion, separation of concerns |
| DEPENDENCY_AUDITOR |
Circular deps, tight coupling |
| LAYER_GUARDIAN |
Layer violations, wrong abstractions |
Testing
| Style |
Focus |
| TEST_SKEPTIC |
Coverage gaps, weak assertions |
| MUTATION_TESTER |
Tests that always pass |
| INTEGRATION_ANALYST |
Unit vs integration gaps |
Game-Specific
| Style |
Focus |
| DIABLO_VETERAN |
ARPG conventions, loot, skills, combat feel |
| STARCRAFT_FAN |
Faction identity, unit feel, SC universe |
| GAME_FEEL_EXPERT |
Juice, polish, responsiveness |
| BALANCE_DESIGNER |
Numbers, progression, fairness |
| PLAYER_PSYCHOLOGY |
Motivation, reward loops |
| SPEEDRUNNER |
Exploits, sequence breaks |
| COMPLETIONIST |
Missing edge cases in content |
| FIRST_TIME_USER |
Onboarding, confusion points |
Meta
| Style |
Focus |
| FRESH_EYES |
What would confuse a new developer? |
| DOCUMENTATION_STICKLER |
Missing/wrong comments |
| FUTURE_MAINTAINER |
Technical debt accumulation |
Agent Output Format
{
"agentId": "<uuid>",
"category": "<category>",
"subcategory": "<subcategory>",
"reviewStyle": "<style>",
"filesReviewed": ["<paths>"],
"findings": [
{
"severity": "critical|major|minor|nitpick",
"type": "<issue_type>",
"location": "<file:line>",
"description": "<what's wrong>",
"suggestedFix": "<how to fix>",
"requiresTest": true,
"testWritten": false,
"fixed": false,
"newSubcategory": null
}
],
"scoreAdjustment": 0,
"newCategoriesDiscovered": [],
"cleanReview": false
}
Hard Requirements
Iteration Loop
LOOP:
1. Load state from .ralph/state.json
2. Load categories from .ralph/categories.json
3. Increment iteration counter
4. Select 3-5 lowest-scoring categories for review
5. Spawn parallel review agents (use Task tool)
6. Collect findings from all agents
7. Sort findings by severity (critical → major → minor)
8. TDD fix each finding:
a. Write failing test
b. Implement minimal fix
c. Verify test passes
d. Run full test suite
9. Update scores and state
10. Check convergence criteria:
- All agents returned cleanReview: true?
- No critical/major findings?
- All tests passing?
- No new categories discovered?
11. IF clean: consecutiveCleanIterations++
IF dirty: consecutiveCleanIterations = 0
12. IF consecutiveCleanIterations >= 10 AND all scores >= 95:
→ CONVERGED: Run final verification
ELSE: → Continue loop
Final Verification
When convergence criteria met:
- Full test suite run
- TypeScript strict mode check
- Build production bundle
- Verify game loads and plays
- Generate completion report
- Output:
{COMPLETION_PROMISE} achieved
Game-Specific Categories (Diablo-StarCraft)
Auto-discovered from codebase:
- engine/ → Engine (Game, Camera)
- mechanics/ → Mechanics (Player, Ability, Item)
- ai/ → AI (Enemy, Pathfinding)
- graphics/ → Graphics (Renderer, VFX)
- audio/ → Audio (AudioManager)
- physics/ → Physics (Collision)
- world/ → World (Tilemap)
- persistence/ → Persistence (SaveManager)
- input/ → Input (InputManager)
- utils/ → Utils (isometric)
Game system categories:
- Combat → Damage, resistance, crits, DOTs
- Skills → Abilities, cooldowns, scaling
- Loot → Drops, rarity, equipment
- Progression → XP, levels, stats
- Waves → Spawning, difficulty, bosses
- UI/HUD → Health bars, buffs, minimap
- Save/Load → Persistence, state restoration