<feed xmlns='http://www.w3.org/2005/Atom'>
<title>micro-roguelike.git/1kb/index.html, branch main</title>
<subtitle>two browser roguelikes at 1mb and 1kb size limits.
</subtitle>
<id>http://git.krz.sh/krz/micro-roguelike.git/atom?h=main</id>
<link rel='self' href='http://git.krz.sh/krz/micro-roguelike.git/atom?h=main'/>
<link rel='alternate' type='text/html' href='http://git.krz.sh/krz/micro-roguelike.git/'/>
<updated>2026-07-12T23:33:51+00:00</updated>
<entry>
<title>Add 1MB roguelike, player README, and 1KB polish (#1)</title>
<updated>2026-07-12T23:33:51+00:00</updated>
<author>
<name>Christian Cleberg</name>
<email>hello@cleberg.net</email>
</author>
<published>2026-07-12T23:33:51+00:00</published>
<link rel='alternate' type='text/html' href='http://git.krz.sh/krz/micro-roguelike.git/commit/?id=de2460845efda51820eb3c6343fb158661ae76bb'/>
<id>urn:sha1:de2460845efda51820eb3c6343fb158661ae76bb</id>
<content type='text'>
* commit WIP 1mb version

* Fix beast-collision exploit and shadow-twist torch bug; add balance constants and mobile D-pad

- Exit tiles no longer bypass the beast-adjacency death check
- Shadow-twist turns now consume torch fuel like a normal wait
- Extract torch/beast/relic magic numbers into named constants
- Fix floor 2 beast enrage threshold (operator precedence bug)
- Add viewport meta tag and on-screen D-pad for mobile play

* Split game data into data.js for mod support

* Add poisoned effigy hazard: decoy relics that kill on touch

* Add minimalist Web Audio sound effects driven by existing fx events

* Add camp-checkpoint save/continue via localStorage

* Add optional floor 7 postgame descent, unlocked after winning

* Add three character-class starting kits (heavy torch, swift, warded)

* Check off completed roadmap items in BLUEPRINT.md

* Fix relic spots colliding with higher-priority tiles across all floors

RELIC_SPOTS coordinates on every floor overlapped exactly with
BLOCK_SPOTS, SHRINE_SPOTS, or BRAZIER_SPOTS entries, and tile() resolves
those categories before relics, so the relic silently became
unreachable whenever the colliding spot was chosen. Floor 6 was the
worst case: its relic and brazier candidate lists were identical,
masking every relic every run. Moved each affected relic to a free,
verified-floor coordinate in the same room instead.

* Add player-facing README, drop dev blueprint, bump 1KB font size

Replace 1mb/BLUEPRINT.md (a dev-oriented architecture doc) with a
top-level README aimed at players, covering both games' controls and
goals with links to the hosted versions. Also increase the 1KB
version's font size for readability, trimming the now-redundant
favicon-suppression tag to stay within the strict 1,024-byte budget.</content>
</entry>
<entry>
<title>rename repo and move to subfolders</title>
<updated>2026-03-25T04:22:32+00:00</updated>
<author>
<name>Christian Cleberg</name>
<email>hello@cleberg.net</email>
</author>
<published>2026-03-25T04:22:32+00:00</published>
<link rel='alternate' type='text/html' href='http://git.krz.sh/krz/micro-roguelike.git/commit/?id=aadeb18ae7c584f5ae680b117777c531a33d403a'/>
<id>urn:sha1:aadeb18ae7c584f5ae680b117777c531a33d403a</id>
<content type='text'>
</content>
</entry>
</feed>
