First movement starts the clock; touching the pink pad (incl. its front face — it's a 1.2-high podium, and mid-air boot crossings) finishes: banner, localStorage best, R/Start or 6s auto-restart. Course fix: the gap jump soft-locked straight- line drivers under the green slope — sealed the under-shelf cavity (plinth) and added a deterministic launcher pad in the slot (restitution pachinkoed off the shelf face; held-W air control flattens shallow arcs, so it launches high+centered). Verified headless: naive hold-W racer finishes in ~12s, loop restarts, best persists. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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|---|---|---|
| .claude | ||
| assets | ||
| demos | ||
| docs | ||
| lanes | ||
| src | ||
| tools | ||
| .gitignore | ||
| deploy.sh | ||
| 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.