destroyulator/LANES
Monster Robot Party bcd67906a4 LANE7: you can die in LEVEL 0, and how you died decides which death you get
NO HEALTH BAR. Nothing else in this game does damage, so hit points would be a
survival-horror UI bolted onto a demolition game. Instead: one meter, DREAD, fed by
every way this place gets at you — being stared at, something close behind you, each
loop, and your own coughing. It decays when nothing is happening to you, and every loop
makes it grip harder (DREAD_LOOP_GRIP), so the place gets better at this the longer you
stay.

At 100% you die, and WHICH source pushed it over decides the death, which is what keeps
the three memes legible at the one moment it matters:

  STARE  "YOU LOOKED TOO LONG / it was still. it was always still. that was never the
         safe part."                                              (Slenderman)
  REACH  "IT WAS ALREADY IN THE ROOM / you were making so much noise."
         Sprays. This is the gory one.                            (the xenomorph)
  LOOP   "YOU ARE STILL IN THE ROOM / you walked it eleven times. you will walk it
         again." Eleven loops and the room simply keeps you.       (Blair Witch)

Gore.gd is procedural — seeded blobs that swell on the lens and then bleed downward in
streaks, a wet burst at the camera (physical deaths only; being taken by the static
shouldn't spray), the camera going down to land on its side on the carpet, then the
card. The sequence is deliberately SLOW: a jumpscare is a spike, but a death should take
its time, because the seconds spent watching the lens settle are where it lands. R wakes
you up.

Player.set_frozen() so you can't stroll around during your own death.

Renamed Backrooms' VHS layer to `tape` — `dread` is the meter now, and it was clearer
anyway.

dev/probe_death.gd drives all three deaths and the revive.

Note: the "Parameter material is null" warning only appears under the headless dummy
renderer; windowed runs are clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 19:44:26 +10:00
..
KICKOFF.md Add parallel-lane execution specs for Opus 4.8 2026-07-14 16:47:47 +10:00
LANE1-godot-record-ritual.md Add parallel-lane execution specs for Opus 4.8 2026-07-14 16:47:47 +10:00
LANE2-asset-pipeline-fracture.md Add parallel-lane execution specs for Opus 4.8 2026-07-14 16:47:47 +10:00
LANE3-web-smash-toy.md Fix stale dig.js path in LANE3 spec (lives in thriftgod/web, not game/scripts) 2026-07-14 18:13:48 +10:00
LANE4-integration.md LANE4 spec: integrate Lane 2's fractured props into game/ + web/, pointer-lock fallback 2026-07-14 21:48:17 +10:00
LANE5-ship.md LANE5 spec: harden 3GOD (close open mode, plug SSRF) + deploy web toy publicly 2026-07-14 22:47:22 +10:00
LANE7-cubicle-hell.md LANE7: you can die in LEVEL 0, and how you died decides which death you get 2026-07-31 19:44:26 +10:00
PLAN.md Add parallel-lane execution specs for Opus 4.8 2026-07-14 16:47:47 +10:00