- Replace hard-capped difficulty curves with exponential ramp function that continues scaling deep into endless play without plateauing - Reduce base speeds and shot counts for more deliberate gameplay - Increase flipper, fuseball, and pulsar speeds for more pressure - Flipper AI now chains hops toward the claw instead of resting, making it a true pursuer rather than a shuffler - Change zapper to refill +1 per level instead of full reset, making charge management meaningful - Death no longer resets the board: only enemies within threshold t die with the player, others remain mid-climb - Improve enemy shot hit detection with lane distance check instead of exact lane match - Add advanceShots() helper for cleaner shot advancement logic - Update verification tests for new mechanics and difficulty curves - Add michael background sprites and update tetrisattack characters |
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