Restructure Tetris Attack Stage Clear from "clear all target panels" to a
multi-stage round system with a sliding boundary line.
Gameplay changes:
- Each character now has 5 stages instead of a single match
- A CLEAR line appears after a set number of rows rise, then rides the
stack upward; the objective is to clear everything above it
- Clearing a stage advances to the next: same board, faster speed, fresh line
- Stage progress is saved to localStorage; characters unlock sequentially
- Added a stage select screen with progress squares per character
Logic changes:
- Replaced `targetsTotal` with `clearLine` tracking and `countAboveLine`
- Added `advanceStage()` to resume play on the same stack one speed level higher
- Win condition now checks `countAboveLine() === 0` instead of target count
- Removed `target` flag from panels; panels below the line are irrelevant
- Continuous speed ramp via fractional `speed` per stage
UI changes:
- Clear line drawn as a pulsing bar with "◀ CLEAR" label outside the board
- "CLEAR LINE!" announcement on appearance, "STAGE N CLEAR!" banner on win
- HUD shows stage number instead of panel count
- Game over offers "Retry Stage", "Stage Select", or "Menu"
Asset changes:
- Backgrounds renamed to `background-{hero}-r{stage}.png` (5 per character)
- Lazy-load backgrounds per round instead of preloading all 30 images
- Updated tetrisattack.json with `stagesPerRound`, `stageSpeedStep`, and
per-character `clearLineRows`
Tests:
- Rewrote stage clear soak tests for the new mechanic
- Added stage round progression, speed ramp, and board preservation tests
Advance Wars:
- Add HP override system (seed/set/clearHpOverride) so units show correct
HP during enemy-turn replay until their battle animation plays
- Redesign river/road channel rendering with layered depth: rivers get
deep channel, light core, and ripple crests; roads get concrete shoulders,
asphalt, and dashed centre lines phase-locked to tile seams
Tetris Attack:
- Add character sprite sheet and per-host background images (beth, jerry,
michael, steve, victor, klaxon)
- Declare hero background assets in manifest; scene falls back gracefully
when art is missing
- Update characterSheet path in tetrisattack-artwork.json
Implement the full Tetris Attack clone with three game modes:
- Endless: clear panels as the stack rises, speed increases with levels
- Stage Clear: defeat 6 character opponents (Beth, Jerry, Michael, Steve, Victor, Klaxon) in sequence
- Puzzle: solve 24 pre-vetted puzzles within move limits
Core engine (src/games/tetrisattack/TetrisAttackLogic.js) is a pure, deterministic
state machine with match detection, chain propagation, gravity, and scoring tables
matching the SNES original. Includes a headless verifier (verifyTetrisAttack.js)
testing match detection, chains, gravity invariants, top-out, puzzle solvability,
and seeded determinism.
Art is fully optional via drop-in spritesheets (spec: sprites.md); procedural
fallbacks draw 16-bit-style panel icons with distinct shapes for colorblind access.
Puzzle bank generated by genTetrisAttackPuzzles.js and verified as solvable within
optimal move counts.
Shared nintendo soundtrack reused via soundtrack overrides.
- Add HP text readout to battle animations showing 1-10 scale HP
(matching Advance Wars' classic HP display), with smooth tweening
- Extract cursor drawing into procedural texture, keeping it independent
of the UI sheet
- Add advancewars-ui.png sprite sheet and update artwork config
- Assign battle sounds to each unit type (gunfire, tank, cannon, missile, etc.)
and play the appropriate sound on attack/counterattack in battle animations
- Add per-unit-type movement sounds (march for infantry/mech, engine-fast,
engine-heavy) that loop during move animations and stop cleanly on completion
- Play jump sound during capture animation hops and activation sound on capture
- Play explosion sound when units are defeated in combat or crash
- Lighten unit tint relative to buildings so units remain visually distinct
when standing on captured buildings
- Add new audio assets: battle sounds, march, 8bit-jump, and update battle-tank
Introduce a new battle background spritesheet (advancewars-battlebg) that
displays context-appropriate backdrops behind each fighter during battle
cut-ins. The backdrop is selected based on the terrain/building type the
fighter is standing on (city, base, airport, port, plain, wood, mountain,
sea, reef, shoal, river, bridge, road, hq).
- Add battleBgSheet to artwork.json and asset manifest
- Implement playBattleAnim() backdrop system with terrain lookup
- Provide procedural fallback matching the real sheet's frame map for
art-free playability
- Mirror defender backdrops to match mirrored defender sprites
- Document the 14-frame sheet spec in sprites.md (256×256 cells, 5 cols)
Introduce a unit unlock system that progressively grants access to new
unit types as the player advances through the campaign. Each mission
specifies which units each army can build, starting with basic units
and unlocking MD Tanks, Rockets, Anti-Air, Missiles, Lander, Cruiser,
and eventually the full armory.
- Add unit sprite sheet (advancewars-units.png) and artwork config
- Implement unlock validation in production and build options
- Add tutorial dialogue from Ethel explaining new mechanics and units
- Balance AI difficulty by reducing skill levels and aggression
- Adjust capture weights for more balanced AI behavior
- Add introductory city capture mechanic in first mission
- Update verification tool to support unlockedUnits
Implement a full Advance Wars clone with campaign (20 missions) and
War Room skirmish mode. Includes:
- Headless game engine (AdvanceWarsLogic) with complete AW1 rules:
terrain movement, combat, capture, production, transports, fuel,
fog of war, CO powers, and multiple objective types
- AI opponent (skill 1-5, aggression/capture tuning) with BFS
pathfinding, threat evaluation, production counter-tables, and
fog trap awareness
- Canvas-rendered map view with procedural stand-ins that can be
replaced by drop-in painted spritesheets (no code changes)
- 11 playable COs with unique day-to-day modifiers and powers
(Hyper Repair, Lightning Strike, Tsunami, Meteor Strike, etc.)
- Campaign briefings with typewriter text and opponent portraits
- Comprehensive headless verification suite (rules, combat formula,
pathfinding, economy, capture, fog, CO powers, soak tests)
- New assets: terrain/building sheets, adventure music tracks,
game icon frame 86
- Refactor SpireClimb and SWDBG to use the shared soundtrack service
Introduce game-specific music overrides using the soundtrack service.
Adds arcadedark and hacker music packs, and wires them to Balatro,
Colorado Defense, Tempest, Mastermind, Hexsweeper, Dot Link, and 2048.
Games now lazy-load their soundtrack assets on entry instead of sharing
a single generic music cache.
- Introduce soundtrack override system allowing games to define custom music
- Add Nintendo-themed soundtrack for Super Kart (2 tracks with metadata)
- Make main menu track configurable via data/music.json instead of hardcoded
- Add MusicPlayer volume parameter for per-soundtrack volume control
- Lazy-load per-game audio assets via assetManifest on game entry
- Add SPACE/X keyboard shortcuts to advance Super Kart menus
- Play kart-spinner SFX when player picks up an item in Super Kart
- Increase speech queue volume to 1.0
- Add Super Kart icons artwork and additional music assets
- Super Kart: populate missing theme image paths, increase acceleration spread,
and add a track loading panel to the editor
- Civilization: display completion notifications for spaceship parts with
direct navigation to the building city
- Profile: implement export/import via .fcg files with validation, download,
and restore flows
- UI: add multi-button modal support, improve ProfileScene layout with avatar
masking and info card, and rename Arcade category to "Video Games"
- Add Coinage (1 shield → 1 gold) and Public Works (2 shields → 1 food)
special build options for cities, with remainder carry logic in shieldBox
- Update AI to fall back to producing gold or food instead of stockpiling
redundant defenders when nothing else is available
- Fix mid-build detection to check build.type before comparing shield progress
- Add City Screen UI for special builds: display gain per turn, color-coded
rows, and tooltips
- Only apply class-switch penalty when switching between unit/building
production types
- Add verification tests for coinage payout, public works remainder carry,
and AI special build fallback
feat(superkart): fix player kart scale + add missing backdrop images
- Compute PLAYER_KART_SCALE from MODE7 parameters instead of hardcoding,
keeping player and AI karts consistent at the camera's follow distance
- Wire up previously null backdrops: volcano, scrapyard, swamp, speedway,
nightcity
- Add beach theme artwork and register paths in artwork JSON
- Implement AI rubber-banding that scales AI top speed based on gap to player
- Configure engine classes with varying rubber-band strength (Cruiser most forgiving, Turbo least)
- Balance racer stats: boost Kona top speed, reduce heavy racer accel/handling
- Update verification script to validate new rubber-banding configuration
- Track drift charge duration while sliding and payout a speed boost
when the drift is released cleanly (not stalled or reversed)
- Boost strength scales with drift duration, capped at maximum charge
- Added configurable mini-turbo parameters (min/max ms, boost ms,
boost multiplier range) to superkart-rules.json
- Increase drift visual rotation angle from 6° to 14° for more
pronounced drift feedback
- Reset charge on respawn, spin, and new drift start
- Add new racer spritesheets (8 angles × 64×64) for all 9 racers
- Introduce KART_ROT_FRAMES constant as single source of truth for rotation frame count
- Update SuperKartMode7.angleFrame(), SuperKartGame frame math, and procedural fallback
to derive from KART_ROT_FRAMES instead of magic numbers
- Update data/superkart-artwork.json with asset paths and 8-angle metadata
- Update sprites.md documentation to reflect 8-view-angle contract
Complete kart racing game featuring 12 procedurally generated tracks
across 3 cups, 9 unique racers with distinct stats, headless physics
simulation, and a secret track editor (?superkart-editor=1).
Core features:
- Mode 7 ground renderer with parallax horizon backdrops
- 12 hand-tuned tracks (speedway, beach, swamp, scrapyard, volcano, nightcity)
- 9-racer roster with balanced archetypes (all-rounder, drift pirate, etc.)
- Headless race simulation for deterministic AI and headless verification
- Item system (bolt, seeker, oil, turbo, overdrive, emp, coins)
- Position-weighted item roulette and rubber-banding
- AI opponents with skill-based driving and stuck-recovery
- Full track editor with live preview, validation, and export
- 275 verification checks covering schema, physics, AI soak, and determinism
Data files: data/superkart-racers.json, superkart-rules.json, superkart-artwork.json
Game data: assets/gamedata/superkart/ (cups.json + 12 track files)
Tools: genSuperKartTracks.js, verifySuperKart.js
Add audio feedback for combat events by introducing unit-specific sound
effects that play during attack animations. Each unit in civilization-rules.json
now has a battleSound property mapping to appropriate audio assets. Adds 10
new MP3 files (arrows, cannon, catapult, gunfire-classic/modern, helicopter,
missile, submarine, sword, tank) and integrates playback in CivilizationMapView's
combat lunge animation.
- Introduce difficulty-based combat multipliers and veteran promotion chances (Chieftain/Warlord eased, Prince+ neutral)
- Randomize leader selection on setup screen and add dynamic portrait with pick speech
- Replace inline hover text with a centralized Tooltip component for tech tree, foreign cities, and buildings
- Add descriptive flavor text for governments and terrain improvements
- Add building completion notifications with a "VIEW CITY" action button
- Expand deferred city attack cinematics to cover explored rival cities
- Improve Tempest flipper AI to scale lane-flipping chance/cooldown with level and enable climbing flips
- Add verification tests for difficulty combat modifiers and veteran rates
- Add bottom-right status log panel with scrollable entries, word wrap,
mask clipping, and mouse wheel scrolling; cap at 60 entries
- Replace toast popups with announceStatus() for major events (war, tech,
first contact, city founded, trade routes, huts) — centered modal with
CONTINUE button that animates into the log; supports queued popups and
custom onDismiss callbacks (e.g. first contact opens diplomacy)
- Add smooth panToTile() tween for camera movement when selecting next unit,
refactored clampPan into panBounds() reused by both clamp and tween
- Add classic city sprite sheet (civilization-cities-classic.png) and
register it in artwork JSON and asset manifest
- Replace circular civ rings and selection ring with isometric ellipses
matching the 2:1 tile ratio for better depth reading
- Paint tile neighbors in ascending c+r order during repaintTileAndNeighbors
to prevent tall features from being overwritten by lower-sum neighbors
- Stop panTween on pointer down to avoid conflict with manual dragging
- Add bottom-right status log panel with scrollable entries, word wrap,
mask clipping, and mouse wheel scrolling; cap at 60 entries
- Replace toast popups with announceStatus() for major events (war, tech,
first contact, city founded, trade routes, huts) — centered modal with
CONTINUE button that animates into the log; supports queued popups and
custom onDismiss callbacks (e.g. first contact opens diplomacy)
- Add smooth panToTile() tween for camera movement when selecting next unit,
refactored clampPan into panBounds() reused by both clamp and tween
- Add classic city sprite sheet (civilization-cities-classic.png) and
register it in artwork JSON and asset manifest
- Replace circular civ rings and selection ring with isometric ellipses
matching the 2:1 tile ratio for better depth reading
- Paint tile neighbors in ascending c+r order during repaintTileAndNeighbors
to prevent tall features from being overwritten by lower-sum neighbors
- Stop panTween on pointer down to avoid conflict with manual dragging
Allow each opponent to declare their own 2-3 starting technologies in
opponents.json, independent of their civ trait. During game creation,
personal and trait-based starting techs are unioned (deduped) so
pioneering leaders with overlapping lists don't double-grant.
- Add optional setup screen background image (civilization-setup-bg)
- Update leader detail panel description to list personal starting techs
- Deduplicate trait + personal techs via Set in CivilizationLogic
- Add validation for startingTechs arrays, tech existence, 2-3 total count,
and variety across leaders in verifyCivilization
- Add integration tests for personal tech granting and overlap deduplication
Introduce civTraits data structure with 8 traits (scientific, industrious,
commercial, philosophical, zealous, mercantile, pioneering, wealthy) that
provide science/gold/shield multipliers, starting gold, and starting
technologies. Assign each opponent a trait in opponents.json.
- Apply trait bonuses to starting gold and grant starting techs during
game creation in CivilizationLogic
- Route trait multipliers into cityYields for science, gold, and production
- Add a leader detail panel to the setup screen showing name, trait name,
and description, updated live when selecting leaders
- Add validation for civTraits in CivilizationRules (multipliers positive,
starting techs valid, etc.)
- Add verification tests for trait application and city yield multipliers
- Nudge unit sprite position 5px down for better tile alignment
- Add civilization-units.png sprite sheet (64×96 frames with 32px headroom)
- Animate unit movement along paths with smooth gliding after resolving logic
- Add city founding name prompt modal with TextInput and Enter/Escape support
- Support zoom-to-mouse-position via wheel, with extended zoom levels
- Flash-pulse End Turn button when no units have remaining movement
- Fix banner rendering with setSize instead of direct width assignment
- Adjust badge positions for taller sprite frames
- Decouple city name preview (peekCityName) from cursor consumption
- Set terrainSheet path to actual image file in artwork configuration
- Update civilization-terrain.png sprite sheet
- Reposition top-right HUD buttons 100px left for better spacing
- Update ship sprite frame dimensions to match actual UQM rotation assets
- Parse .ani hotspot files to correctly center tightly-cropped ship frames
- Replace CRT overlay effect with native camera shake for hit/explosion feedback
- Fix camera zoom clamping to prevent ships from going off-screen on 16:9 display
- Correct ship rotation frame mapping (UQM sheets rotate clockwise)
- Add keyboard navigation to ship picker with focus rings and sound feedback
- Support both control clusters for hotseat and single-player ship selection
- Remove unused CRT overlay import and related cleanup code
- Update asset fetcher to handle per-frame hotspot alignment from .ani files
- Register Star Control in games registry as 2-player arcade game
- Import and register StarControlGame scene
- Add starcontrol slug mapping in GameRoomScene dispatch
- Load star-control-ships.json asset data in PreloadScene
- Add dynamic ship sprite sheet loading in asset manifest
- Update README to reflect new game in Arcade/Console/PC category
- Update game icons to include Star Control icon (frame 82)
Add character assets (sprites/videos) and sound effects for Aiko, Blackwind,
DV-8-2303, Kage, Nadia, Nicole, and Steve.
Power overhauls:
- Extreme Ball: lasts 2 shots, cascade splits into 4 balls on 2nd bounces
- Cannonball: adds Space Blast-style explosion on green peg trigger
- Beam Up: retargets to a clear-path orange peg on return
- Overclock: lasts 2 shots, grants free ball every 6 pegs, pitch-rising hum
- Laser Sweep: follow-up sweep on random orange peg after 1s delay
- Shadow Slash: follow-up slash on random orange peg after 1s delay
- Cosmic Bloom: adds small Space Blast around green peg
- Rewind: glitch effect, portal opens targeting clear orange peg, refunds on drain
Add visual effects (shockwave rings, portal animation, glitch bars, split
particles), happy reaction dedup per ball, and comprehensive verification
tests for all new mechanics.
Introduce lazy loading for game-specific artwork to reduce startup time.
Game assets are now defined in src/data/assetManifest.js and loaded on
first entry via src/services/assetLoader.js, replacing the previous
approach of loading all game art in PreloadScene.
Balatro improvements:
- Add bump/shake animation to chips and mult counters on score changes
- Animate round score flying into the left-bar readout with explosion
- Fix tween cleanup during view swaps to prevent crashes
- Add planetSheet artwork path to balatro-artwork.json
- Introduce BalatroCrtPipeline for subtle CRT effects (scanlines, grain, glitch bursts)
- Attach CRT pipeline to main camera with event-driven pulse on boss rounds and game over
- Add frameIsBlank check to detect blank/unpainted texture frames and fall back to procedural cards
- Implement roundedArtKey and addRoundedArt for rendering art with rounded corners
- Update joker, tarot, planet, spectral, deck, shop, and voucher rendering to use rounded art
- Increase font sizes across UI elements for better readability
- Add border strokes to joker cards with custom art
- Trigger CRT pulse on high multipliers (x2+) and score announcements
- Reference art image paths in balatro-artwork.json
Regenerate all galaxy cards from the owner's physical card CSV
(assets/info/sw-force-cards.csv) with verified stats, abilities, and
bounty rewards. Cross-check is enforced by tools/verifySWDBG.js.
New mechanics:
- oppChoice: opponent picks between discard / giveForce / attackBoost
(Duros Spy, B-Wing)
- dealDamage: exile-self effect targeting base OR enemy capital (Y-Wing)
- buyGalaxyDiscard: exile a unit to purchase from the discard pile
(Jawa Scavenger)
- topdeckNextPurchase: next buy goes on deck top (Twi'lek Smuggler)
- takeRowTemp: borrow a row card, exile it at turn end (Grand Moff Tarkin)
- lookTopSwap: peek deck top, swap with a row card while Force is yours
(Moff Jerjerrod)
- lookOppHand: reveal opponent's hand, optionally topdeck a card
(Jyn Erso)
- purchaseToHand: onPurchase adds card to hand instead of discard
(Fang Fighter)
New ability gates: requiresOppCapital, requiresTraitInPlay,
requiresOtherHero, requiresForce (on multi effects).
New constant ops: typeBoost (Admiral Piett), selfBoostPerBaseLost
(Baze Malbus). New timing: onPurchase.
Updated 55+ cards with corrected costs, attacks, HP, counts, traits,
and abilities. Added 11 new frames to the art sheet (55–65); 4 frames
orphaned but preserved.
Adds ~20 scripted rule spot-checks covering all new mechanics.
- Outer Rim Pilot: change from card exile to resource gain on self-exile
- TIE Fighter: reduce cost from 2 to 1
- Scout Trooper: add 2 attack, reduce target from 3 to 2
- Imperial Carrier: increase resources from 1 to 3
- Star Destroyer: increase attack from 3 to 4
- Duros Spy: change trait from Spy to Trooper
- Luke Skywalker: increase reward, change ability from onPlay to action, clarify target
- Hammerhead Corvette: reduce cost to 4, remove attack, add resources, clarify target options
- Mon Calamari Cruiser: reduce cost from 8 to 6, reduce hp from 8 to 6
- Kel Dor Mystic: add self-exile cost to ability
- IG-88: increase attack to 5, change from rowBonus to exileCards on bounty
- Add `requiresCapital` ability gate to card definitions
- Rework TIE Fighter: constant boost → action that draws a card if you control a capital ship
- Rework Darth Vader: constant +4 attack while Force is with you (removed damage ability)
- Rework Cassian Andor: onBounty trigger forces opponent discard on galaxy row kills
- Rework Luke Skywalker: onPlay destroy enemy capital ship if Force is with you
- Centralize ability requirement checks via `abilityGatePasses()` helper
- Apply gate checks to onBounty, onPlay, and onReveal triggers
- Add Force track shift SFX (light/dark variations) with randomized playback
- Update verification tests for new card behaviors
- Animate card draws, plays, and row refills with smooth flight transitions
and mid-flight reveal flips during initial deal
- Introduce slot helper methods for consistent card positioning across
renderers and animations
- Show opponent hand as face-down fan with visible draw/discard pile counts
- Track pending card UIDs to prevent rendering cards mid-animation
- Support game-specific default playfields via gamesRegistry
- Add guardFreshButton to prevent accidental clicks from pointer event bubbling
- Add Starscape and Fantasy playfields; set Starscape as default for Star Wars
- Add swdbg-cards-art.png and swdbg-bases-art.png spritesheets
- Add corresponding PSD source files
- Update swdbg-artwork.json to reference new art assets
- Adjust card sheet frame height from 230 to 155
- Add hover-to-zoom preview popup for cards in both DungeonBoss and SWDBG games
(500ms delay, follows pointer, hides behind opponent videos)
- Add new artwork sprite sheets and update frame dimensions in JSON/config:
dungeonboss-rooms 300×200, spells 300×160, heroes 300×225, bosses 300×275
swdbg-cards-art 300×155 art window
- Introduce canonical CARD_ASPECT ratios and fitCardBox() for consistent card shapes
- Switch DungeonBoss opponent panels from dark to parchment theme
- Switch SWDBG card face from light to dark navy theme with updated accent colors
- Add setVideoVisible() to Portrait to pause videos during hover popups
- Update sprites.md documentation with new frame sizes and status
Implement two complete card games with full rule engines, AI opponents
(5 skill levels), procedural rendering, and drop-in art support.
Dungeon Boss: Boss Monster-style dungeon building game for 2-4 players.
Players build dungeons of rooms and spells to lure and defeat heroes,
harvesting souls to win. Includes 8 bosses, 31 room cards, 16 spells,
and 41 heroes with class-based baiting mechanics.
Star Wars Deckbuilder: 2-player deckbuilding game. Players build decks
from faction and neutral cards, purchase from the galaxy row, bounty hunt
enemy units, and attack bases. First to destroy 3 enemy bases wins.
Includes 90-card galaxy deck, 10 bases with abilities, and the Force
mechanic.
Both games include:
- Pure logic engines (rules-verified by headless test suites)
- Synchronous heuristic AI with skill-based decision quality
- Phaser scenes with vector-rendered procedural art
- Drop-in sprite sheet support via JSON mappings
- Tutorial documentation and art specifications
- Registration in the game registry and scene loader
Unscramble 4 base words, then collect circled letters to solve a riddle
bonus answer. Includes a seeded puzzle generator (tools/genJumble.js),
a verifier (tools/verifyJumble.js), and 58 procedurally generated levels
with progressive difficulty.
Also:
- Fix Pai Gow Poker seat rendering to only draw active seats
- Reduce Pai Gow max players from 6→5, max opponents from 5→4
- Add track 19 ("Down the Line" by Journey) to music
- Add Michael opponent voice lines (terry, victor)
- Update game-icons sprite sheet
Convert absolute root-relative paths to relative paths across all game
asset JSON configs (playfields, slots, shift, spireclimb) and tutorial
markdown files to fix path resolution.
- Change Maurice's opponent ID from "Maurice" to "maurice" for consistency
- Replace Phaser disableInteractive/setDraggable with removeInteractive for fleet locking
- Update development server port from 8000 to 3000 in start_web.sh