paradramorama/README.md
m3ultra 97a4a01b0b Deploy to monsterrobot.games/paradramorama
Games-lander pattern: rsync to the host path (RO bind mount into
forum-nginx, docker cp fails silently) + top-level symlink for the pretty
URL, no nginx change. Stamps a version query across the ES-module chain in
a staging copy because Cloudflare serves .js with max-age=14400 — without
it a redeploy shows stale code for hours.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 10:38:10 +10:00

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# PARADRAMORAMA
*Ranarama × Paradroid, finished properly this time.*
You are a rogue **Signal** loose in a haunted studio complex. The hardware can't
see you — you're just noise on the line. Static gremlins CAN see you, and they
hunt signals. Touch a machine to invade it in a live pitch-matching duel (the
world does not pause), wear its body while it decays, burn its weapons, and bail
before it blows. Purge every amp and every machine on the floor and the drone
resolves to a chord.
## Play it
Live: **https://monsterrobot.games/paradramorama/**
Locally — any static server from the repo root (ES modules won't load off
`file://`):
```
python3 -m http.server 8474
```
then open http://localhost:8474
## Deploy
```
./deploy/deploy.sh
```
Rsyncs to the games VPS (`humanjing@100.71.119.27`) at
`/home/humanjing/monsterrobot.games/games/paradramorama/` — a **read-only**
bind mount into `forum-nginx`, so deploys write the host path (`docker cp`
fails silently). Needs no nginx change; the apex server block serves any
subdirectory, and a top-level symlink gives the pretty URL.
Cloudflare serves `.js` with a 4-hour `max-age`, so the deploy stamps a
version query across the whole module chain (`index.html` → `game.js`
`world.js`/`audio.js`) in a staging copy. Source files are never touched.
Without that you would test stale code for hours after a redeploy.
## Controls
| Key | Action |
|---|---|
| WASD / arrows | move |
| touch hardware | start possession duel |
| W / S (in duel) | tune your oscillator to the target tone, hold the lock |
| SPACE | fire — **hold** to ride the gain (more damage, more noise) |
| E | eject from the body (leaves a husk you can re-enter, no duel) |
| P | pause · M | mute |
## The loop
1. **Bare signal** — fast, invisible to hardware, helpless. Static hunts you.
2. **Duel** — bump a machine → picture-in-picture pitch-match under a timer
while the room stays live. Static hits you mid-duel, you lose the duel.
3. **Possessed** — the body is your health, ammo and disguise, and it is
always draining. Firing drains it faster. Gain = damage = noise = every
machine on the floor hears you.
4. **Bail** — eject before it blows or eat coherence damage. Hide. Hunt the
next host.
Full design: [DESIGN.md](DESIGN.md)
Prototype is vanilla JS + Canvas + Web Audio. No dependencies, no build step.