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polish: time-attack intro curtain, toggle knob glide, hatch shell puff
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docs: chapter 6 — 120 levels, mystery eggs, test count 531
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docs: game-feel section + test count 476
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fix(core): CollectColor credits the creation cell
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docs(cloud): UGS guide learns what the real setup taught us
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docs: the sticker album joins the README (+ un-clipped page captions)
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docs: README gets real in-game captures and catches up with the suite
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docs: README learns the candy calendar
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#33:
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chore(assets): editor bakes day-3 art — fish/bomb/blocker sprites, to…
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fix(ui): a bomb loss says so — not 'Out of Moves!'
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#31:
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fix: two issues caught by standalone chapter-5 play-testing
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docs: README catches up with days 1-3 (100 levels, fish, chapter-5 bl…
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fix(input): same-frame press+release dropped the tap
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#28:
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fix(ui): five issues caught by standalone play-testing
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#27:
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fix(ui): panels must attach to the ROOT canvas + settings row labels
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#26:
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feat(ui): chest / tasks / town panels + procedural town scenes
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#25:
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feat(retention): wire chest collection and missions into play
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#24:
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feat(core): day-2 economy rules — star chest, shields, missions, town
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#23:
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feat(ux): relaxed mode + reduced motion + big text
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#22:
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feat(retention): Butler's Gift win-streak preload
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#21:
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feat(game): in-level booster kit (hammer / free switch / shuffle)
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#20:
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feat(core): Sugar Crush end-of-level finale
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#19:
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feat(ui): polish the opening menu per the Stitch main-menu design
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#18:
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feat(view): sunken rounded backdrop behind the board
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#17:
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feat(ui): rebuild in-game top HUD per Stitch top-bar spec
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