Static guards now emit a Manhattan aura that shrinks by 1 per turn until
harmless (clamped at -1 to keep solver state finite). Level data schema
change: 'static' guards now take 'initialRadius' instead of 'litCells'.
All 27 static-guard entries migrated in one pass.
L1 and L2 redesigned with real forced-zigzag walls — solver path is now
20 moves (vs Manhattan 14), so players must move AWAY from the goal to
reach it. L2 adds three wilting tomatoes parked on the zigzag path as
a gentle intro to the mechanic.
Tests: +3 new tests on StaticGuard wilting behavior; all 70 tests pass.
- Fix ChaserGuard with BFS pathfinding and proper chase/return states
- Add undo/redo system (Z/Y keys) with full state snapshots
- Add procedural audio via Web Audio API (move, wait, detection, complete)
- Add mobile swipe controls with touch gesture detection
- Add detection feedback (cell flash, player shake animation)
- Add CSS transitions on grid cells for smooth lighting changes
- Add ARIA accessibility labels on game board and cells
- Add controls overlay ("?" button) showing all keyboard/touch shortcuts
- Add mute toggle in HUD
- Update Guide scene with chaser/mirror guard descriptions and tips
- Replace guard switch statement with factory registry pattern
- Extract princess mechanic and touch controls into separate modules
- Localize all UI strings (EN/VI) including new controls and tips
- Update README for Svelte 5 architecture with all current features
- Update project docs (architecture, code standards, codebase summary)
- Fix StaticGuard ignoring litCells and RotatingGuard not lighting
facing direction
- Fix guard cleanup leak (direction indicators not destroyed)
- Add centralized theme system with dark stealth aesthetic
- Add scene fade transitions and level completion animation
- Add level progress persistence via localStorage
- Add turn counter, locked/completed level states in LevelSelect
- Redesign 12 levels across 6-act narrative arc with per-level story
- Add LevelIntro scene showing story text before each level
- Add bilingual (EN/VI) level story descriptions
- Remove dead code (counter.js, duplicate game/main.js)
- Initialize project docs (overview, architecture, code standards)