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v2.5.25 — All 15 minigames now completable

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@JacobStephens2 JacobStephens2 released this 09 Apr 21:05
· 374 commits to main since this release
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Every minigame in Clowder & Crest is now completable end-to-end. Two long-standing win-state bugs in Pounce and Roof Scout that could leave the player stuck mid-run have been fixed, and Roof Scout has been retuned across the board so the climbing platformer feels fair on touch input.

This release is the first signed release APK for the project — previous releases shipped debug builds.

Headline: every minigame finishes properly

  • Pounce — the win condition was previously evaluated only in a 2500ms post-launch settling window. A slow domino chain or material shatter that finished a few hundred ms after the timeout left the player staring at fallen rats with the launch UI still asking for the next shot. The periodic 500ms checkFallenRats now also fires winGame() once the count reaches totalRats, closing the gap.
  • Roof Scout — the climbing platformer (the 15th minigame, added in v2.5.1) had several issues that could trap the player:
    • Tunnel-proof base platform — fast falls (~900 px/s × 60fps step) could tunnel through the 12px-tall base ledge in a single physics step, dropping the player into infinite void. The base now spans from spawn to WORLD_HEIGHT, so tunneling is physically impossible.
    • Trivially easy easy mode — the player should basically not be able to fail. Tier 1 chunks the entire way up, lower gravity (1050 → 850), bigger jump, slowest wall slide, and falls now teleport back to the highest checkpoint via respawnAtCheckpoint() instead of ending the run.
    • Wall jumps that actually fire — proximity wall-jump detection (no contact required), 16px proximity radius, 20px vertical reach so a fall past a thin ledge edge gives a forgiving ~50ms window, longer wall coyote (180 → 320 ms) and jump buffer (150 → 220 ms), pulsing chevron cue on the wall side, three new chunks designed specifically for chained wall jumps (t2-walljump-zigzag, t2-vault, t3-twin-towers).
  • Patrol — the prowler tap-zone bug was already fixed in v2.5.5. v2.5.24 adds a layered hit feedback burst (louder SFX, haptic.medium, camera shake, expanding purple ring, "Got it!" callout) so each successful tap reads as a real strike.

Day of Rest, the no-stakes minigame archive

  • Day of Rest is now reachable from the title screen, with a spoiler warning the player has to click through. The fully unlocked catalogue is naturally a pre-save activity for new players who want to browse the games before committing to a campaign run.
  • The title-screen entry uses a minimal stub save (Day 1, Chapter 1, just the player wildcat), not the full demo save with all 5 cats and all furniture. The player's real saves stay completely untouched throughout the entire title-screen Day of Rest session.
  • New showPracticeResultOverlay — practice runs now end with a real "Back to Day of Rest" button instead of a silent toast.
  • Day of Rest · today — every 7th in-game day is a Day of Rest (added in v2.5.0), with the day timer paused, the town job board closed, and the menu emphasizing the entry. Suppressed during plague/winter/inquisition.

Other notable additions since v2.4.0

  • Roof Scout — the 15th minigame, a vertical climbing platformer with arcade physics, two-zone touch, coyote time + jump buffer, wall cling/jump, variable jump height, squash/stretch tweens, and 12+ hand-crafted chunks across 3 difficulty tiers.
  • New-game prompt portrait — the wildcat portrait shows above the name input on the new-game screen and swaps live when the player picks queen vs tomcat (relabeled from she/her vs he/him).
  • Group dialogue speaker emphasis — the speaking portrait scales to 1.35× while the others dim to 0.9× + 55% opacity, with a 240ms ease-out transition when the speaker swaps.
  • Memories panel — replay any viewed bond conversation, chapter intro, or group conversation. Renamed from "Relational Journal" and moved below Day of Rest in the menu.
  • Town map traversal polish — BFS pathfinding handles arbitrary building footprints, defensive resets prevent the stuck-on-door bug, sprite-null guards in movePlayer, 200ms camera fade before guildhall navigate.
  • Cat portrait popup — tap a cat in the cats panel to view their high-res neutral portrait (gender-aware for the wildcat).
  • Wandering guild cat interactions — tap a wandering guild cat in the town scene for a small mood-varied interaction beat.
  • Showcase entry — ?showcase=1 URL parameter on web + 5-tap crest gesture on web/APK loads a fully unlocked demo save into slot 1 for portfolio review.
  • Centered Android launcher icon — the crest fits inside the inner 66dp safe zone, so no part of it is cropped by any launcher mask (circle, squircle, teardrop).
  • Brand-color status bar — the Android theme paints the status bar, nav bar, and window background with #1c1b19 instead of white.
  • Restore-from-backup — deleted slots are backed up for 48 hours and recoverable from the title screen during that window.

Technical

  • First signed release APK — previous releases shipped debug builds. This APK is signed with the project's release keystore using APK Signature Scheme v2 and installs cleanly over previous debug builds.
  • 153 commits since v2.4.0, drained one user-flagged item at a time across roughly 25 minor APK builds.

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