The last level. 6 segments, 3200 units, 51 events, and the end of the game: `next: null`.
THE GAS. GDD: "flammable gas pockets: shooting inside one detonates it (hurts everyone —
risk/reward)". Built literally, as an entity whose kill() throws a blast:
- one cannon pellet sets it off (hp 10) — the hazard has to be hair-trigger or "don't shoot
near it" is not a constraint;
- the blast reaches 16 units, FALLS OFF with distance, wipes foes, hurts YOU, and chains
through other pockets, so a corridor of them is a fuse;
- foe:false, so the pocket itself scores nothing — you are paid for what the blast KILLS,
which makes the reward self-balancing.
Measured: one pellet into a line of four detonated all four; a blast took 4 virions and paid
240; the player takes 30.3 coat point-blank, 15.4 at mid range and 0 at 20 units. "Detonate
from max range" — which C's Blockage spec calls optimal play — is a real, measurable skill.
And the cruelty that makes the level: fog 0.075 is the densest in the game and there are no
real-time lights in GUTS, so THE POCKETS ARE THE LIGHTING. Clearing a room safely also clears
the lights. No new rendering path was added for the dark; the biome's fog and the emissives
already did it.
THE BLOCKAGE (LANE_C_NOTES §Boss specs 3) — 5 armoured plates -> 4 tumbling chunks -> the core
under a 30s doom timer, with gas pockets seeded into every phase, so the boss's own room is its
worst weakness. First cut ran 25.7s, shorter than the mid-game Guardian, which is the wrong
shape for a finale — its windows are continuous by spec, so hp went 120/130/150 -> 220/230/280.
Now: 49.7s brute-forcing the plates, 30.2s using the gas. The room is the weapon, and the
difference is 40%.
The reputation loop lands here as designed: two biofilm gates, the second sixty units from the
final boss. Five levels of deciding whether to shoot the cyan resolve into three phage escorts
and a full coat, or nothing at all, in the dark, at the door.
Registering L5 also closes two dangling threads — L4's ileocecal valve and LS_appendix's exit
both pointed at it and now resolve.
C's tooling: 6/6 levels valid, sim par 540 vs par-pace 505 (reachable, with room for the boss),
pressure 1.33/4.09/3.21/5.75/4.12, min clearance 8.30 vs the 2.5 law. par.score corrected
7000 -> 4000 and a missing checkpoint added at 3060 (the 30s law caught a 34.8s gap I had left
between the boss and the gate).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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|---|---|---|
| .claude | ||
| docs | ||
| pipeline | ||
| tools | ||
| web | ||
| .gitignore | ||
| README.md | ||
GUTS — a fantastic voyage through the alimentary canal
Browser flight-combat game (three.js, zero build step). You pilot ENDO-1, a microscopic probe, mouth → rectum through five anatomically-grounded biomes: ride peristalsis down the esophagus, cross the acid sea of the stomach, thread the villi forest of the small intestine, survive the gas swamps of the colon. Fantastic Voyage × Star Fox × Descent.
- Design: docs/GDD.md · Look: docs/ART_BIBLE.md
- Architecture + contracts: docs/TECH.md
- Asset generation: docs/PIPELINE.md
- How we work (lanes/rounds): docs/PROCESS.md — read this first if you are a lane
- Current round: docs/LANES/ROUND1_INSTRUCTIONS.md
Run it
cd web && python3 -m http.server 8140
# http://localhost:8140 — the game
# http://localhost:8140/?stub=1&dbg=1 — stub world + debug HUD (works from day 0)
No bundler, no npm, no build. ES modules + import map; three.js r175 vendored in web/vendor/
(never CDN — the game must run offline). Before you finish a session: bash tools/qa.sh.
The one-paragraph tech pitch
The whole canal is a spline. World position is (s, θ, ρ) — distance along the canal,
angle and radius in the cross-section. Tube walls are chunked extrusions along
parallel-transport frames; peristalsis and breathing are vertex-shader displacement
(cheap, squishy, everywhere); collision is an analytic radius test (no physics engine).
Caverns (mouth, stomach) switch the same controller to free 6DOF. Look is synthetic
scanner — dark endoscope void, SEM-style monochrome walls with FLUX-generated detail
textures, emissive-coded enemies. Everything is seeded + deterministic, and every asset is
optional at runtime — the game boots and plays asset-free with procedural fallbacks.
Hard laws (all lanes)
- Determinism. No
Math.randomoutsidejs/core/rng.js. Seeded RNG only. qa.sh greps. - Assets are optional. Missing texture/model/audio ⇒ procedural fallback, never a crash.
- Eyeball everything. Visual work isn't done until a screenshot is in
docs/shots/laneX/. - Perf budget: ≤300 draw calls, 60 fps on M-series / mid laptop. Measure via
window.DBG. - Free-first. Local MODELBEAST generation before any paid API; fal.ai is a gated fallback (John's go). See PIPELINE.md.
- Git: stage only your exact paths, commit + push each session, never
git add ..
Deploy
Live: https://partly.party/gutsy/ — bash tools/deploy.sh (QA gate → rsync web/ minus
dev/ → docker cp into forum-nginx → verify). No build step; web/ ships as-is.
Two things to know before you touch it, both documented at length in the script header:
- It's ephemeral. Content lives in the container's own layer (like blobbo/glytch), so a
docker compose up --force-recreateor nginx image bump wipes it — re-run the script. The durable fix is a bind mount inforum/docker-compose.yml(what cratewars/roguelike use), which costs a forum-nginx recreate and brief partly.party downtime. - A 404 there returns HTTP 200. nginx's catch-all
try_files ... /index.htmlserves the arcade index for any missing file. Verify on content, never on status codes.
Origin: ssh://git@100.71.119.27:222/monster/guts.git.