Third course (?course=butter), pure data. Surfaces are the star: two long
butter/oil strips form the fast centre line where steering barely works
(slip: scrub x0.12, brake x0.08 — commit and ride), while the safe side lanes
weave through staggered slalom walls. A CROSSWIND fan blows across the gap
between the strips; the fan applies equal impulse to every body, so mass is
the counter — pop the purple weight-bubbles before the luge (MEGA = heavy) and
the wind barely moves you, run in light and it shoves you into the slalom.
Paint = weight = route, no new mechanics. Red start cannons hand out BURN
speed; two checkpoint pairs (pre/post-luge); flat floor, no fall-outs.
Course switcher now cycles breakfast -> toaster -> butter -> breakfast (the
see-saw lab stays URL-only — it's a tuning rig, not a course).
Verified: course builds clean (strips/walls/posts/bubbles/finish all present,
centre lane trap-free), the controller's ground ray resolves the strips to
{surface:'oil'} friction 0.04 (the exact input the previously-verified slip
branch consumes), no console errors, tsc + build green. Note: motion *feel*
not measurable in the test harness (background tab throttles the sim to ~1
step/s) — the slip code path is identical to Breakfast Rush's verified patch.
Co-Authored-By: Claude Fable 5 <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.