| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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.
|