- IncidentReportScene never stopped itself: the paperwork rendered on top of the roster after the FIRST night of every run. Looked like a freeze. - HaulDeskScene never reset per-night state: from night two the back office was a blank $0 desk that ate every input. Mine, from SOLO-26 — adding scene.stop() is exactly what makes Phaser hand back a dirty instance next time. - Dev routes (n/p/f/j/m) shipped unguarded on window; a stray F binned the shift. Now Ctrl+Shift in built games, and R routes home to the roster. - tests/sceneLifecycle.test.ts guards the class, verified to fail on the real bug. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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|---|---|---|
| .claude | ||
| art_incoming | ||
| docs | ||
| lanes | ||
| public/props | ||
| src | ||
| tests | ||
| tools | ||
| .gitignore | ||
| CLAUDE.md | ||
| eslint.config.js | ||
| index.html | ||
| LANEHANDOVER.md | ||
| package-lock.json | ||
| package.json | ||
| README.md | ||
| tsconfig.json | ||
| vite.config.ts | ||
NOT TONIGHT
A hospitality power trip. Papers, Please meets a Saturday night in Fortitude Valley: you're the head of security at a volatile, pretentious nightclub. Protect the Vibe. Watch the queue Aggro. Don't let the Liquor Licensing Inspector catch you slipping.
Browser game — Phaser 3 · TypeScript · Vite. Pixel art, synthesized techno, one very loud DENIED stamp.
Docs
- Game design — what the game is
- Build plan — architecture, phases, milestones
- Contracts — shared types & events (law)
- Fleet asset notes — what existing network assets the art pass can reuse
- Lane handover log — build coordination
- Lane instructions: scaffold · door · floor · juice
Dev (once Phase 0 lands)
npm install
npm run dev # parade / demo scenes
npm test