destroyulator/game/dev
Monster Robot Party fe5a7d4422 LANE9: the incident report — HR itemizes your meltdown
When a SNAP window ends (rage.calmed), scripts/Receipt.gd prints a dot-matrix
incident report on green-bar paper, line by line with a chirp each: every material
you broke DURING the meltdown as OBJECT / unit $ / xN, then TOTAL DAMAGES, then
DEDUCTED FROM PAY. It's a reading of score data the payslip already tracks, made
legible in the moment it costs you. Any key finishes the print then dismisses;
five seconds does it on its own. A meltdown where you broke nothing prints nothing.

dev/probe_receipt.gd: empty meltdown -> no receipt; glass x2 + paper -> $85 total.
All gates green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 00:05:33 +10:00
..
demo.tscn LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
DemoDriver.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
DemoDriver.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_arms.gd LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_arms.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_backrooms.gd LANE7: LEVEL 0 — the Backrooms, generated walls, and the dust mechanic 2026-07-31 19:05:56 +10:00
probe_backrooms.gd.uid LANE7: LEVEL 0 — the Backrooms, generated walls, and the dust mechanic 2026-07-31 19:05:56 +10:00
probe_bags.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_bags.gd.uid LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_death.gd LANE7: you can die in LEVEL 0, and how you died decides which death you get 2026-07-31 19:44:26 +10:00
probe_death.gd.uid LANE7: there are two of them, and the room changes one thing every loop 2026-07-31 20:07:44 +10:00
probe_gauntlet.gd LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
probe_gauntlet.gd.uid LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
probe_grocer.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_grocer.gd.uid LANE8: the greengrocer — soft stock, stacks that collapse, and litres 2026-08-01 09:38:35 +10:00
probe_horror.gd LANE7: LEVEL 0 gets an entity, a tape, and a loop 2026-07-31 19:25:28 +10:00
probe_horror.gd.uid LANE7: LEVEL 0 gets an entity, a tape, and a loop 2026-07-31 19:25:28 +10:00
probe_levels.gd LANE9: the grocer is still again — settle sweep + parked scale pans 2026-08-03 23:57:25 +10:00
probe_levels.gd.uid LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
probe_overlap.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_overlap.gd.uid LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_receipt.gd LANE9: the incident report — HR itemizes your meltdown 2026-08-04 00:05:33 +10:00
probe_receipt.gd.uid LANE9: the incident report — HR itemizes your meltdown 2026-08-04 00:05:33 +10:00
probe_roomba.gd LANE9: the Roomba — company property that eats your evidence 2026-08-04 00:00:58 +10:00
probe_roomba.gd.uid LANE9: the incident report — HR itemizes your meltdown 2026-08-04 00:05:33 +10:00
probe_scale.gd LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_scale.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_settle.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_settle.gd.uid LANE9: the Roomba — company property that eats your evidence 2026-08-04 00:00:58 +10:00
probe_two.gd LANE7: there are two of them, and the room changes one thing every loop 2026-07-31 20:07:44 +10:00
probe_two.gd.uid LANE7: there are two of them, and the room changes one thing every loop 2026-07-31 20:07:44 +10:00
probe_vm.gd LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_vm.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00