Commit Graph
31 Commits
Author SHA1 Message Date
Quintine 988e04b2d4 0.9.3
Restore 2D 0.9.2, ignore Meshy refs, double Spinal Tap, Marrow Draught beam ammo, Second Stomach hearts fill overflow shields.
2026-08-14 23:31:39 +10:00
Quintine c41ce5fdb0 fix: persistent mute toggle, 25%/floor shield regen, halved pressure relief, shielded hits no relief, drop Scavenger perk (0.9.2) 2026-08-13 17:24:27 +10:00
Quintine 683e7a47ec revert: restore original dash length and post-dash slow 2026-08-13 16:21:25 +10:00
Quintine 85238be844 feat: clickable pause buttons, 2x dash with 30% slow, cleaver melee sweep 2026-08-13 13:50:50 +10:00
Quintine 59869945d0 docs: unify styling across guides (enemy tables, item counts, headers) 2026-08-13 13:37:02 +10:00
Quintine a2294197e4 docs: add 0.9.1 CHANGELOG entry 2026-08-13 13:27:12 +10:00
Quintine 6cc8132046 release: bump to 0.9.0; docs for dash, hearts, pressure refills; drop retired dev-guide index row 2026-08-12 18:05:20 +10:00
Quintine 6b4e7091a9 release: bump to 0.8.0 (HD Remaster) with docs, cache bust, and smoke coverage
Cache-bust v=54 -> v=55 across index.html and sfxbank.js, bump the game
version to 0.8.0, document the HD Remaster setting in gameplay.md and the
changelog, and extend the smoke suite with 4x sheet-geometry bounds checks,
HD loader fallback URL assertions, and toggle persistence/reload checks.
2026-08-12 10:11:23 +10:00
Quintine 50826d568d docs: sync gameplay/items/perks/weapons with 0.7.0 QoL batch; release: bump to 0.7.2 2026-08-11 19:31:28 +10:00
Quintine fde2747561 docs: add 0.7.0/0.6.0 changelog entries, fix docs index, note Linux build in README 2026-08-11 19:20:32 +10:00
Quintine c0d909eebd release: bump game and memory versions to 0.7.0 2026-08-11 19:06:36 +10:00
Quintine 16efccd912 release: bump game and memory versions to 0.6.0 (big rooms) 2026-08-11 08:56:33 +10:00
Quintine 97ab316304 chore: bump game and memory versions to 0.5.2 after level-up firing and weapon re-pick fixes 2026-08-09 17:05:08 +10:00
Quintine 8c2ee5b5b2 docs: stamp memory version 0.5.0 and add memory versioning policy 2026-08-09 17:02:37 +10:00
Quintine 0e595d8b17 Document development workflows 2026-08-09 14:16:20 +10:00
MeatSlicer Developer a7e48a0465 Document debug console in help manual and README 2026-07-31 09:30:26 +10:00
MeatSlicer Developer 3f76998fab Add hidden dev debug console (v0.5.0) 2026-07-31 08:49:39 +10:00
MeatSlicer Developer b8b5c360f2 Disable desktop exit in browsers 2026-07-30 23:48:49 +10:00
MeatSlicer Developer 92491dd06e Seal boss stairs after victory 2026-07-30 23:37:26 +10:00
MeatSlicer Developer d96d492a43 Polish pause actions and duplicate weapons 2026-07-30 22:57:36 +10:00
MeatSlicer Developer 3e603c349d Document v0.4.0 expansion 2026-07-30 22:47:39 +10:00
MeatSlicer Developer d9eae34df4 Normalize ammo economy: per-weapon refill, stream drain, behavior fixes
- Every special weapon gets an explicit 'refill' (units per ammo pickup,
  tuned so one pickup funds ~10 kills) replacing the ammoRefillFraction
  log2 heuristic and ammoWeight overrides
- Bile Blunderbuss + The Cauterizer join Red Right Hand as time-denominated
  stream weapons ('drain' per second) instead of per-shot cost
- Sawblades ricochet through enemies (bounce fix), traps catch 3 victims,
  lobbed projectiles arc overhead and always trigger at the target point
  (Flesh Masher / Trap Queen / Swarm Jar payloads now actually deploy)
- Boss rooms stock one ammo on entry and drop one guaranteed on death
- Cauterizer burn trimmed (2.2s x2 -> 1.5s x0.8), bile acid pools trimmed
  (3.5s x1.5 -> 2.5s x0.8), Marrow Draught now covers stream drain
- New tools/ammo_sim.js calibrates every weapon into the 8-13 kills/refill
  band (all 15 pass); smoke test guards the ammo structure
- v0.3.0, cache bump v=44
2026-07-30 22:06:10 +10:00
MeatSlicer Developer 4dad22d087 Ammo economy: 25% less ammo per box, 25% fewer ammo drops
- AMMO_REFILL_SCALE 0.75 on ammoRefillFraction (smaller refills)
- AMMO_DROP_SCALE 0.75 on all three ammo spawn sites (room clear, elite,
  normal kill); help/gameplay drop-rate text updated; cache v=41
2026-07-30 17:18:11 +10:00
MeatSlicer Developer 0ec12cd72c Phase 5: active items — room-clear charged, dedicated pedestals, Space to use
- ACTIVES table with 10 actives (Bone Nova, Offal Bomb, Blood Transfusion,
  Cleaver Storm, Butcher's Bell, Marrow Draught, Slaughter Time, Panic Room,
  Skinner's Coin, Gut Reroll); charges accrue +1/combat room, +2/boss
- Dedicated 'active' pickup with weapon-style swap-drop; 30% boss / 15% item-room
  bonus pedestal spawns; flat +2 powerScore while held
- HUD active slot with charge pips + READY state; ACTIVES help page (12 pages);
  teal medallion frame variant in draw_sprites.py; 10 generated icons
- Procedural Sfx.active()/activeEmpty() (real clips deferred to audio batch)
- Fix: toast panel width now fits the wider of title/subtitle and clamps to screen
- Bump asset cache to v=40
2026-07-30 17:14:25 +10:00
MeatSlicer Developer f71d202850 Rebalance weapon tiers via quantitative DPS/range/accuracy/pool scoring
tools/score_weapons.js ranks the arsenal with a behavior-aware model:
effective DPS (bounce/boomerang/AoE/DoT multipliers), real engagement range,
spread-based accuracy, and damage pool per ammo load. Tier moves:
- Cleaver Cadence 0->1 (440px range + return re-hit outguns the starters)
- Bile Blunderbuss 1->2 (134 effDPS + slow + pools is secretly a heavy)
- The Cauterizer 2->3 (252 effDPS, highest sustained DPS in the game)
- The Tenderizer 2->3 (134 effDPS AoE, outscores Spinal Tap)

Tiers now: T0 repeater/marrow, T1 cleaver/saw/hemophage/eye,
T2 bile/guthook/fleshmasher/trapqueen/redhand, T3 cauterizer/tenderizer/
spinaltap/swarmjar. Smoke test pins the 2/4/5/4 distribution.
2026-07-30 16:35:21 +10:00
MeatSlicer Developer f9552326c2 Phase 4: 10 boss-exclusive legendaries + ammo/HP balance fixes
Legendaries (cap 1, boss-only): Butcher's Oath, Second Skin, Twin Sidearm,
Crimson Metronome, Abattoir Engine, Gore Crown, Thousand Teeth, Hollow Father,
The Last Cut, Meat Grinder. Once-per-floor flags reset in nextFloor.

Balance fixes: Ghoul Heart now +4 HP (2 full hearts); Brass Magazine ammo
efficiency uses the same diminishing additive formula as Scrap Feed.
2026-07-30 16:06:20 +10:00
MeatSlicer Developer a93802ebd9 Phase 3: 12 hook passives with conditional damage, auras, and kill/room effects
- dmgLiveMul live damage channel wired into fireWeapon, sawTick, fireBeam, orbitals
- Dead Weight (execute), Cauterized Veins (burn bonus), Pain Engine, Iron Lung,
  Slaughter Rhythm, Hollow Choir, Sawbone Coil, Glutton's Gut, Thresher Plate,
  Blood Moat, Meat Hook, Blood Debt
- Iron Lung re-armed per room in enterRoom; Slaughter Rhythm stamps kills
- Targeted smoke tests for the five stat-conditional effects; icons + docs
2026-07-30 15:44:31 +10:00
MeatSlicer Developer 4f46d54e99 Item system overhaul: rarity bands, per-item caps, source pools + 14 new passives
- Add ITEM_RARITY (common/uncommon/rare/legendary) with per-item tier caps
- Weighted pools per source: elites favour common, item rooms uncommon,
  bosses rare/legendary; legendaries are boss-exclusive; capped items excluded
- Rarity-weighted powerScore so deep common stacks inflate difficulty less
- Differentiate duplicates: Grafted Trigger, Crow Bait, Hollow Bones, Twin Hearts
- 14 new clean passives incl. Chill Gland (activates slowOnHit) and Hooked Sinew
  (activates magnetPull); revive magnetPull in pickups
- Rarity-tinted pedestal glow + nameplates, rarity-sorted HUD implant tray,
  dynamic help implant pages (8 -> 9)
- Generate 14 item icons via gen_assets.py; bump asset cache to v=38
- Update smoke tests for 60 items, per-item caps, pools, weighted power
2026-07-30 15:21:02 +10:00
MeatSlicer Developer a02cff52cf 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
2026-07-30 00:01:06 +10:00
MeatSlicer Developer d255be5e39 Document the field manual in the gameplay guide 2026-07-29 21:37:49 +10:00
MeatSlicer Developer c76d126603 Add player documentation for items, perks, bosses, and gameplay 2026-07-29 21:07:12 +10:00