Category: gameplay
- #0022Drop mechanic: cursor-follow preview, cooldown-gated drop, randomized next tier -- and gleam_stdlib already has a cross-target float.random(), no new FFI needed
- #0023Danger line / game over: plain continuous-time threshold, tick freezes once lost
- #0025Phase 8 (playtesting/tuning): empirical verification confirms the constants are sane; subjective feel-tuning deferred to the user's own hands-on play
- #0030Render the drop preview circle Model.preview_x was tracking but never actually drawing
- #0033Added a visible danger-line indicator: a CSS overlay, not a WebGPU-rendered entity
- #0034Two-ahead tier queue and a next-tier UI swatch, matching the genre's standard 'next fruit' preview
- #0035Added drop/merge sound effects: synthesized via Web Audio, not audio files -- and a new Model.sound_events field so the decision of what happened stays pure and testable
- #0036Merge visual feedback: a whole-canvas brightness flash, not a per-position particle burst
- #0054Phase 3 (playtesting/tuning): empirical multi-exchange verification confirms Breakout's constants are sane; subjective feel-tuning deferred to the user's own hands-on play