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Redesigned all 15 campaign boss sprites (up to 72x52) with distinct silhouettes and
run-time animation: Kraken's writhing tentacles, Vortex's orbiting orbs, Seeker's and
Basilisk's player-tracking pupils, Nexus's tethered fire-pods, Titan's per-phase
armour-break, Overlord's rotating crown spokes, Phantom's dematerialise mask.
Rewrote every boss movement pattern: bosses now dive, slam, lunge, teleport, patrol, and
orbit through the player's zone instead of hovering in a strip near the top. Each
zone-invading move is telegraphed; phase changes alter the pattern itself.
Added a flashing WARNING klaxon before each boss entrance, a white boss hit-flash, and a
staged chained-explosion boss death.
Enemies no longer stack: spawn placement avoids fresh spawns and a per-frame separation
pass nudges overlapping ships apart (covered by a new self-test).
Balance: missiles now deal 1/12 of boss max HP (was 1/10) and bombs 1/4 (was 1/3);
Reaper's HP penalty removed; divers/lungers fire slightly slower; a third enemy speed
tier lands after wave 24 and elites reach 22% from wave 20; life drops are slightly
rarer in favour of gun upgrades.
Added floating score popups for combo tier-ups, elite bounties, and boss kills.
Shield pickups now grant ~10 seconds of full invulnerability in both builds, with an
expiry warning blink; the browser port previously popped its shield on the first hit.
Mirrored the full boss, separation, and balance overhaul into the browser port and
deployed the updated web build.
/shot now renders the boss roster across BOSSES1.BMP/BOSSES2.BMP and writes
headless logic checks (separation + all 45 boss movement envelopes) to SELFTEST.TXT.