- Replace time-based splitAt/splitDone with screen-space Y zones (SPLIT_ZONE_1
at top third, SPLIT_ZONE_2 at halfway) for more predictable MIRV behavior
- Add MIRV_RESPLIT_WAVE (wave 8): from wave 8 onward, MIRV buses split twice
instead of once, creating more late-game pressure
- Lower early-game difficulty: MIRV starts at wave 3 (was 6), reduced base
chance (0.05 vs 0.15), increased growth rate, lowered max (0.4 vs 0.5)
- MIRV trunk continues flying toward its target after each split
- Updated verification tests for split-zone geometry and new missile fields
- Cleaned up obsolete splitAt/splitDone fields across test fixtures
- Chain reaction explosions: player kills trigger delayed secondary blasts
that can destroy nearby missiles (bounded to one extra tier)
- Inter-wave "COLORADO DEFENDED" recap animation showing surviving cities
(+500 each) and leftover missiles (+25 each) with tallying sounds
- Dynamic wave bonus: replaced flat SCORE_WAVE_BONUS with per-surviving-city
and per-remaining-missile bonuses, emitted in waveComplete event data
- Vector-style skyline: hand-authored Rocky Mountain ridgelines with snow
caps, building presets for varied city skylines, wireframe silos/cities
- Minimal VectorFont module for the recap banner text
- Curved CRT overlay: WebGL barrel-distortion pipeline with chromatic
aberration, sheen highlight, vignette, and pulse on impacts
- Three new 8-bit SFX: explode, explode2 (chain), count (tally)
- Updated verification tests for chain reactions, wave bonus breakdown
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.