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v2.6.5 — 51 of 66 playtest items (round 6)
51 of 66 playtest items resolved. 5 more fixes in this round:
Gameplay
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Rooftop enemies — patrolling red rat sprites on medium/hard Roof Scout. ~15% of platforms host an enemy on medium, ~25% on hard. Touching one ends the run. Easy mode has no enemies.
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Archer rat in Brawl — new ranged enemy type from wave 3 onward. Blue-tinted with a target indicator. Keeps ~90px distance and fires projectiles. Forces the player to close the gap instead of waiting.
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Furniture progression — items now unlock by chapter (Ch.1: basics, Ch.2: scratching post/candle/catnip, Ch.3: cushioned basket/fish barrel/herb rack/rug, Ch.4: notice board/bookshelf/hearth, Ch.5: saint's icon). Toast at each chapter announce announces new furniture.
Bug Fixes
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Chase "ran through rat" — added 1-cell Manhattan-distance proximity check. The exact-cell match could miss when the cat and rat moved toward each other.
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Lean-to back → blank view — GuildhallScene now shows "Loading guild..." instead of silent blank if gameState is null. RoomScene back button has a double-tap guard.
UX
- Easy Sokoban harder — "First Push" level now has wall obstacles requiring routing.
- Brawl hitbox wider — attack range 52→62, arc 144°→180° for more forgiving hits.
- Dialogue text raised — textbox raised from bottom:0 to bottom:50px.
Remaining (15 items)
The remaining items are larger content features:
- Unique cat recruitment scenes (5 narrative scripts)
- Group conversations for partial rosters
- Building-locked jobs
- Cat movement before interactions
- Town scene player = unworked cat
- Room scene bond moments
- Cat control switching in rooms
- Wish fulfillment interaction
- Bond scenes for all pairs
- Merchant interaction rework
- Bengal intro with portraits
- Chase movement refinement
- Shadow-aligned jobs
- Animated room details + weather
- Room scene cat click redirect fix
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