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* Add 1MB roguelike, player README, and 1KB polish (#1)Christian Cleberg2026-07-121-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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.
* rename repo and move to subfoldersChristian Cleberg2026-03-241-0/+1