Repository navigation
Eon Commando 2.2.0 — arena hazards and weak points
Bosses are no longer a scripted loop. Each one now has three attacks on separate clocks, plus arena hazards and a weak point.
The Warden drops the ceiling on you
Three rocks (five in phase 2) land on your position, each telegraphed for 42 frames by a shadow on the ground and a falling marker line. You always know exactly where not to stand.
The Eon Heart sweeps the arena
A 70-frame dashed telegraph, then 150 frames of live beam rotating across the arena. Phase 2 sends two, counter-rotating.
The Glacier Wraith calls for help
Two swarm darts per wave on its own timer, separate from its ice-shard fan. Kill them or eat them.
A weak point that rewards aiming
The Warden's core takes double damage — a body shot does 4, a core shot does 8, with a CORE popup when you find it. Bosses stop being "hold fire at the biggest rectangle on screen".
Every hazard is a real entity with its own telegraph, damage box and lifetime, so they work in co-op and can be dodged with the dash's i-frames.
A bug worth naming
The Wraith's summon timer and the Heart's beam timer were nested inside another attack's handler, so they only ticked on the frames that attack fired. The beams in particular almost never appeared — the code looked right and the screenshots looked fine, because the attack it was hiding inside still worked. The assertion caught it. Both now run on their own clocks.
Numbers
| Game | index.html — 147 KB, single file |
| Gzipped | 40 KB |
| Dependencies | 0 |
| Network requests | 0 |
Full notes in CHANGELOG.md.

