Three GDD §6 features land together, plus the design bug their verification
exposed.
METEOR (red+orange both >=20%): "smash light barriers" made literal. New
createSmashWall part — a brick-seamed light barrier, solid to everyone, but a
METEOR blob that RAMS it (>=5 u/s) shatters it into 8 real dynamic brick
shards that carry your momentum; rebuilds on race:respawn. Spec kind
'smashwall' with needColors for data courses. HUD shows "☄ METEOR" replacing
the pair's BURN/BOUNCE rows (GDD: the blend replaces its pair) and the ember
trail burns 2.2x while blended.
ZAP (yellow >=20%): "trigger colour-keyed machinery at range". New
machine/zap.ts — a charged blob pulses every 3s and fires any declared zap
target's machine:signal within radius, with an expanding arc ring. Breakfast
declares the fork's spring boot: purple earns it by WEIGHT on the plate,
yellow HOTWIRES it — verified the full arc: pulse -> boot telegraph -> kick
vy 10.6 -> lands on the finish podium. Yellow bubbles by the fork are the
source. Spec courses declare `zapTargets`. HUD shows "⚡ ZAP".
THE BUG THE WALL EXPOSED: the finale gate sat at z-59, but the finish box
reaches z-57.2 (podium-face bonks must count) and the podium collider face is
at z-58 — so in a LIVE race you finished before ever touching the gate; it
only ever blocked test blobs with the race idle. The whole gauntlet now lives
at z-56, in FRONT of the line: centre = green gate, left = METEOR smash wall,
right gap plugged (the MINI tunnel roof already gates x3..10), far left = open
detour. The cleanse arch moves to x-6.5/z-54.5 — at x-4.5 its zone overlapped
the METEOR approach and stripped the blend one step before the wall.
Verified in-browser (atomic calls; the wall-clock coverage cache and the
background sim poisoned split observations): clean blob bonks with race
running; METEOR blob shatters (8 shards, signal, drives through rubble to
"you finished 29% ORANGE"); wall rebuilds on R; zap fires exactly once per
cooldown. hasMeteor/hasZap are pure + unit-tested (58 assertions, 10 suites).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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|---|---|---|
| .claude | ||
| assets | ||
| demos | ||
| docs | ||
| lanes | ||
| public/assets | ||
| scripts | ||
| src | ||
| tools | ||
| .gitignore | ||
| deploy.sh | ||
| editor.html | ||
| GDD.md | ||
| index.html | ||
| package-lock.json | ||
| package.json | ||
| README.md | ||
| tsconfig.json | ||
| vite.config.ts | ||
BLOBBO
Fall Guys × Splatoon × Micro Machines: wobbly blob racers on giant Rube-Goldberg courses where the paint that lands on you is your loadout — relative % coverage per colour = your buffs, weight, and size.
- GDD.md — the design document (v0.1, in review). Start here.
- docs/IDEA.md — the original raw idea capture (2026-07-17).
- tools/mb.py — MODELBEAST farm client (concept art / mesh gen
on the local render farm).
tools/concept-wave-1.json= first asset wave. assets/concepts/— generated concept art (review gate for the mesh wave).
Status: pre-production. GDD under review; next step is per-lane execution instructions (see GDD §11) once features are signed off.