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BACKLOG.md

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Slugger improvement backlog

The loop picks the top unblocked item each iteration. Keep items small and single-purpose so one iteration can finish + verify one item. Mark [x] done, [~] in progress, [!] rejected (with a one-line reason in the log).

Gameplay

  • Replay flow: game-over screen + "Play Again" → brand-new random map.
  • Win → next level with ramping difficulty (more hazards). (gaps unchanged — widening gaps is deferred; needs multi-tier solvability re-check.)
  • Pause (P key) with an overlay.
  • High-score persistence in localStorage (reuse the audio settings pattern).
  • Shareable seed via ?seed= URL (the generator is already deterministic).
  • A second enemy type with different movement (e.g. a hopper).

Game feel / juice

  • Screen shake on hit / stomp.
  • Multi-layer parallax background.
  • Coin/strawberry collect sparkle particles.

Procedural assets (code-drawn — see STYLE.md)

  • Procedurally varied background tiles (subtle per-column variation).
  • A drawn slug idle "breathing" frame (replace static idle).
  • Distinct enemy palettes/shapes per type.
  • A drawn pipe/goal flourish (particles or shading).

Tech / quality

  • Promote verify-solvable + playtest into a Vitest suite.
  • GitHub Pages deploy workflow.

Tuning targets (what "good" means for the metrics harness)

  • Solvability: 100% (hard gate).
  • jumpsRequired.avg: ~6–12 (engaging but not punishing).
    • NOTE: currently ~16.6. Lowering it means fewer up-steps / flatter levels, which fights the "use the full canvas height" preference. Deferred to a human decision — do not auto-flatten.
  • hazardDensityPer1000px.avg: ~2–4. ✅ met (3.05).
  • maxGapPx.max: ≤ ~120 (within a comfortable jump). ✅ met (112).

Log (most recent first)

  • 2026-06-09 · win → next level · accepted (with caveat) · level counter + HUD "Level N"; hazards ramp with level (verified 9.4→15.6→24.7 hazards/lvl at L1/3/6); solvability still 100% across tiers [1,4,8]. Win advances level & keeps score; game-over restarts at L1. CAVEAT: the win/level-complete screen was NOT captured live — an autopilot can't reliably clear a full level (37 deaths). Win→nextLevel code verified by review (mirrors tested replay flow).
  • 2026-06-09 · replay flow · accepted · game-over screen (score + "click to play again") and a win-screen play-again; click regenerates a fresh map. Verified in browser; no console errors. Replaces the old halve-score-and-continue.
  • 2026-06-09 · tune hazard density · accepted · salt/saltball/enemy rates down; hazardDensity 6.21→3.05 (in band), solvability still 100%, no regressions.