Add pressure dial, wave spawn telegraphs, and readability pass
- Bigger gore-red Minis (r10->14, sprite 32->48) with regenerated art - Wider, walkable doorways: clear passage for open, teeth only when locked - 500ms spawn telegraph so wave spawns no longer blindside the player - Item stickiness ramps 10%/owned item (cap 50%) instead of flat 50% - Title-screen Pressure Dial (-5..+5) tunes rise/relief; score x live pressure - Vitals HUD: two-row hearts, half-container outlines, half-heart shield pips - Readable 8-page field manual (bigger panel + fonts, implants split) - HUD opacity slider in pause menu (boss bar + toasts stay opaque) - Scrap Feed now has diminishing returns like Thick Hide - Docs, cache-bust v37, and smoke coverage for all of the above
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@@ -65,11 +65,11 @@ Chaser that **splits into 2 Minis on death** (non-elite Splitters only). Slightl
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| Base HP | 6 |
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| Base speed | 120 |
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| Contact damage | 1 |
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| Hitbox radius | 10 |
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| Hitbox radius | 14 |
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| XP | 1 |
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| First appears | Only from Splitter deaths and boss summons |
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Tiny, quick chaser with a small hitbox. Never spawns directly from room waves.
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Small, vicious gore-red chaser. Never spawns directly from room waves. Splitter splits and boss summons appear instantly; room-wave enemies telegraph first (see below).
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### Exploder
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@@ -135,7 +135,11 @@ base speed × (1 + 0.04 × (floor − 1) + 0.01 × power) × (elite ? 0.9 : 1)
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**Contact damage:** flat per type (elites +1) — it **never scales with floor**. What kills you late-game is volume, speed, and HP pools, not bigger hit numbers.
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**Pressure** (see [gameplay.md](gameplay.md#pressure-dynamic-difficulty)) ranges 0.75–1.60 and multiplies both HP and speed. Playing flawlessly pushes it up; getting hit pulls it down.
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**Pressure** (see [gameplay.md](gameplay.md#pressure-dynamic-difficulty)) ranges 0.75–1.60 and multiplies both HP and speed. Playing flawlessly pushes it up; getting hit pulls it down. The title-screen **Pressure Dial** (−5…+5) tunes how fast it rises per clean room and how much relief each hit grants — and every point of score is multiplied by the live pressure value.
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### Wave spawn telegraph
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When a combat-room wave spawns, each enemy first appears as a **pulsing red sigil** for 0.5 s — frozen, harmless, but targetable. After the telegraph it materializes and becomes dangerous. Splitter splits and boss-summoned minions appear instantly (no telegraph).
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### Example: Floor 10 Shambler
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