- Raise a new GameOverOverlay (scrim, semi-transparent "GAME OVER" headline, Return to Main Menu / Continue) when the player's hull breaks in combat - Add _playerWentDown beat that freezes the world and owns the screen, gating input and the update loop while active - Route the death decision through a skill seam (_playerDeathRespawns / _syncDeathFlowRespawn) so a future respawnOnDeath skill can override; default ends the run - Wire Continue to resume the newest save (SaveManager.latest -> prepareLoad) then scene.restart, mirroring the menu's Continue - Update combat.json playerShip comment to reflect the real death flow replacing the placeholder respawn in the main game - Add toxic-takeoff-01.mp4 asset |
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| fonts | ||
| fx | ||
| images | ||
| music | ||
| speech | ||
| videos | ||
| bar.png | ||
| skilltree.png | ||