# Section 03 Code Review Interview

## Triage Summary

| # | Finding | Severity | Decision |
|---|---------|----------|----------|
| 1 | Case sensitivity | Medium | Asked user → Keep case-sensitive |
| 2 | Tests are contract-only | High (reviewer) | Let go — GDScript logic, Python can only verify contract |
| 3 | Trailing slash edge case | Low | Let go — reasonable behavior |
| 4 | Root name substring | Low | Let go — already correct |
| 5 | Error shows original path | Info | Let go — matches plan |
| 6 | No GDScript unit tests | Info | Let go — no GUT framework |

## Interview

### Q1: Case sensitivity in parent path stripping
**User decision:** Keep case-sensitive. Godot node names are case-sensitive; matching that convention avoids surprises.

**User note:** All fixes must be GENERAL PURPOSE. Do not hardcode anything specific to the dungeon demo (room names, dungeon paths, etc.). The dungeon report was just the source of the bug reports — the fixes must work for ANY Godot project.

**Verification:** Implementation uses `scene_root.name` dynamically — fully general-purpose, no project-specific references.

## Fixes to Apply
None — no changes needed.
