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.
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.
- Replace uniform orange peg selection with weighted sampling, favoring circle pegs over brick sections (~2:1 ratio) to keep gameplay peg-centric
- Rework Body Slam (The Smasher) power to launch at 0.7× speed with reduced gravity, aligning physics with updated power documentation
- Adjust orange/green peg counts for levels 26, 27, 30, and 32 to fine-tune difficulty
- Add Maurice character assets (PNG & MP4)
- Clean up redundant portrait emotion triggers and add verification tests for weighted sampling and slam ball behavior
- Multiball now spawns 3 additional balls fanned at ±18° instead of 1 mirrored ball
- Fireball scales ball radius by 3x
- Zen Ball grants 3 stacking charges, consuming one per shot
- Reduce base launch speed to 920 and add rotateVec utility for velocity rotation
- Update verification tests to match new power behaviors
- Add opponent portrait emotional reactions in SWDBG for expensive purchases and bounty defeats
Expand Peggle from 5 to 25 levels (5 per friend) with unique shapes and
progressive difficulty. Each friend block (Ethel, Kona, Zanthor, Fireball,
Victor) gets distinct names, backgrounds, and level layouts.
- Redesign level select: one row per friend showing portrait, name, power,
and their 5 level tiles
- Add friend intro screens: video (or portrait fallback), bio, and power
explainer before each friend's first level
- Intros skip on replay/try-again; input hold prevents accidental cannon
launches after UI clicks
- Add intro videos for Ethel and Kona; document the video system
- Update level generator with `pentagram()` helper and 5 variants per friend
- Verify block integrity, intro markers (1,6,11,16,21), and level name uniqueness
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.
- 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
Add a "Spells" button during adventure room windows allowing the human
to cast hand spells targeting the hero currently mid-crawl (not just
entrance-queued heroes). The adventure modal stays open across the cast,
narrates spell effects as banners, and correctly resumes the walk
afterward without skipping rooms.
Key changes:
- New `adventurePause` walk type and `ADV_RESUME_MARKERS` to mark the
boundary between a cast's own effects and resumed walk events
- `findHero` now locates heroes in `adv.walking.hero`
- `showPickModal`/`showReactModal` accept custom callbacks to stay
inside the adventure modal session
- `driveAdventureWindowDecision` routes window/react decisions to the
modal UI instead of closing it
- AI window/react turns are computed and revealed via a "has cast:"
overlay before applying
- `applyAdventureWindowChoice` applies choices directly to the engine,
splits events into narration vs resumed walk, and plays banners
- New event types (`roomBoosted`, `heroHurt`, `heroHealed`, `heroFeared`,
`heroTeleportMarked`, `heroesBlocked`, `soulBurned`, `handReset`)
render as banners in the narration pipeline
- Two new verification tests for mid-walk targeting and fearHero safety
- SWDBG: add animated buy sequence with funding arcs, center-screen reveal,
and face-down stow to discard/deck
- SWDBG: introduce stable row slot tracking so bought/lost cards don't shift
neighbors; add ghost cards for pending animations
- SWDBG: add end-of-turn discard animations preserving old-hand positions;
emit endTurnDiscard events from logic
- SWDBG: add deep-dive Buy/Attack buttons for actionable cards; refactor
dealCardAnimated with startAs/flipTo/keepAlive support
- SWDBG: add drawArcArrow/drawArcArrows for converging attack visuals on
bounty kills and base attacks
- Dungeon Boss: add mid-walk advRoom casting window after room events,
letting players react to damage/kills during hero crawl
- Dungeon Boss: track walking hero in publicView and entranceHeroesOf so
spells and AI heuristics can target mid-crawl heroes
- Dungeon Boss: replace pre-bait token snapshot with overlay system —
pending bait heroes stay in town with fly-in tokens; pending draw cards
show card backs until animations land
- Dungeon Boss: keep heroes in battle zone after roomHit/pass instead of
returning them immediately
- Update images, registry (defaultPlayfield), and verifier (advRoomCasts)
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