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v0.2 — The Brewing Acts

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@Pharkie Pharkie released this 12 Jul 02:49

The brewing mechanic now scales with the act — the number of bottles seated:

  • Act 1 (one bottle): the classic capped-add stir
  • Act 2 (two): align the essences — steer your wave into phase with a drifting ghost wave; the trill is the hot/cold guide; the drift keeps a heading, accelerates and the band tightens as the bar fills
  • Act 3 (all three): the Grand Brew ritual — a Simon-style incantation of arrows and presses, memorisable by ear (each symbol has its own note)

Skill is asked, not buried: every quest opens with "Your skill, alchemist?" — Apprentice (3 verses, all shown), Graduate (4, final verse spoken blind), Professor (4 longer verses, final two by ear alone). Glyph pace never changes; recall is the skill, not reading speed.

Also in this release:

  • Volume 0–5 with real loudness (LEDC duty), replacing Mute; volume 0 mutes and the blind verses fall back to glyphs
  • Story mode QoL: 15 s idle raises a Quest on / Quit pause menu; in-universe ending cards ("The Rivers Run Clear" / "Peryite Prevails"); Sleep re-tiered to 1m/10m/60m/12h
  • Final wiring pin map (reeds 1/3/4, buzzer 7, encoder 10/20/21)
  • Build gates: story text that overflows its screen, a broken story-graph edge, doc/tuning drift, or sim-twin drift now fail the build (tools/check_story_text.py, tools/check_invariants.py)
  • Story brews use the act mechanics; a ritual finished mid-story hands back to the story, not the generic reveal

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