2025-06-28 - 2026-06-28
Overview
50 Issues closed from 1 user
Closed
#44 [S2] AmmoSystem: shell selection + inventory management
Closed
#43 [S2] Enemy entity: AI + spawner + pattern delegation
Closed
#42 [S2] Projectile entity: shell type behaviors + penetration
Closed
#41 [S2] PatternManager: full bullet hell orchestration
Closed
#39 [S1] Game Loop: Deploy, Navigate, Engage, Assess, Debrief cycle
Closed
#95 Phase 1 Complete: Enemy Sprites Visible
Closed
#46 [S2] Performance: 200+ projectiles at 60fps verification
Closed
#45 [S2] Shells + enemies data files
Closed
#90 [Slice 4] UpgradeTree.js: permanent buffs + stat modification
Closed
#81 [Slice 3] HUDScene.js: overlay scene with gauge integration
Closed
#82 [Slice 3] LedgerScene.js: Iron Ledger downtime interface
Closed
#83 [Slice 3] PauseScene.js: pause overlay + settings
Closed
#84 [Slice 3] CommanderHatch.js: unbuttoning hitbox + states
Closed
#85 [Slice 3] Slice 3 tests: morale, heat, radio, HUD, hatch
Closed
#86 [Slice 4] CampaignMap.js: mission selection + zone progression
Closed
#87 [Slice 4] ZoneManager.js: zone asset loading + transitions
Closed
#88 [Slice 4] CutsceneScene.js: side-view narrative sequences
Closed
#94 [Slice 4] Slice 4 tests: campaign, zones, upgrades, endings
Closed
#93 [Slice 4] Difficulty modes + quality-of-life features
Closed
#92 [Slice 4] zones.js + upgrades.js + dialogue.js: data files
Closed
#91 [Slice 4] ScavengeSystem.js: post-combat resource extraction
Closed
#89 [Slice 4] MainMenuScene.js: title screen + save slots
Closed
#71 [Slice 2] AmmoSystem.js: shell type management + inventory
Closed
#80 [Slice 3] DiegeticHUD.js: analog needle gauges
Closed
#79 [Slice 3] RadioSystem.js: radio interception + narrative audio
Closed
#78 [Slice 3] HeatSystem.js: temperature logic + freeze-thaw cycle
Closed
#77 [Slice 3] CrewManager.js: morale buff system + crew barks
Closed
#76 [Slice 2] Slice 2 tests: combat, collision, pooling, 60fps
Closed
#75 [Slice 2] MainGame combat loop integration
Closed
#73 [Slice 2] patterns.js: all bullet pattern definitions
Closed
#72 [Slice 2] Enemy.js: enemy AI + spawner + pattern trigger
Closed
#74 [Slice 2] enemies.js + shells.js: enemy stats + shell penetration data
Closed
#70 [Slice 2] Projectile.js: bullet logic with shell type behaviors
Closed
#69 [Slice 2] PatternManager.js: bullet pattern orchestration + object pooling
Closed
#33 [S1] Tank entity: hull physics with inertia model
Closed
#34 [S1] Turret entity: independent rotation with 15 deg/sec cap
Closed
#35 [S1] VisionMask: periscope overlay with rectangular hole
Closed
#36 [S1] CommanderHatch: unbuttoning toggle + hitbox states
Closed
#37 [S1] SaveManager: IndexedDB wrapper for run stats
Closed
#38 [S1] One bullet hell pattern: Infantry Wall prototype
Closed
#40 [S1] Docker deployment: build + serve + Cloudflare Tunnel
Closed
#32 [S1] Project scaffold: Phaser 3 + webpack + Jest + Docker
Closed
#62 [Slice 1] BootScene + PreloadScene: asset loading pipeline
Closed
#61 [Slice 1] Project scaffold: package.json, webpack, index.html, Docker
Closed
#63 [Slice 1] Tank.js: hull physics with inertia and friction
Closed
#64 [Slice 1] Turret.js: independent rotation with 15°/sec cap
Closed
#65 [Slice 1] VisionMask.js: periscope Graphics mask
Closed
#66 [Slice 1] SaveManager.js: IndexedDB save/load wrapper
Closed
#67 [Slice 1] MainGame.js: world setup + first bullet pattern
Closed
#68 [Slice 1] Slice 1 tests: physics, periscope, save/load validation
69 Issues created by 1 user
Opened
#33 [S1] Tank entity: hull physics with inertia model
Opened
#34 [S1] Turret entity: independent rotation with 15 deg/sec cap
Opened
#35 [S1] VisionMask: periscope overlay with rectangular hole
Opened
#36 [S1] CommanderHatch: unbuttoning toggle + hitbox states
Opened
#37 [S1] SaveManager: IndexedDB wrapper for run stats
Opened
#38 [S1] One bullet hell pattern: Infantry Wall prototype
Opened
#39 [S1] Game Loop: Deploy, Navigate, Engage, Assess, Debrief cycle
Opened
#40 [S1] Docker deployment: build + serve + Cloudflare Tunnel
Opened
#32 [S1] Project scaffold: Phaser 3 + webpack + Jest + Docker
Opened
#50 [S3] DiegeticHUD: needle gauges + sprite ammo + hatch state
Opened
#51 [S3] Iron Ledger: downtime journaling + morale recovery
Opened
#49 [S3] RadioSystem: interception + ghost transmissions
Opened
#48 [S3] HeatSystem: temperature + freeze-thaw cycle
Opened
#47 [S3] CrewManager: morale buff system + injury tracking
Opened
#45 [S2] Shells + enemies data files
Opened
#44 [S2] AmmoSystem: shell selection + inventory management
Opened
#43 [S2] Enemy entity: AI + spawner + pattern delegation
Opened
#41 [S2] PatternManager: full bullet hell orchestration
Opened
#42 [S2] Projectile entity: shell type behaviors + penetration
Opened
#46 [S2] Performance: 200+ projectiles at 60fps verification
Opened
#57 [S4] ScavengeSystem: post-combat resource extraction
Opened
#60 [S4] Endings: 4 bleak ending conditions + triggers
Opened
#59 [S4] Ghost Crew: top-50 runs storage + display
Opened
#58 [S4] Data files: zones, upgrades, dialogue
Opened
#56 [S4] UpgradeTree: permanent buffs + salvage currency
Opened
#55 [S4] CutsceneScene: side-view narrative sequences
Opened
#54 [S4] ZoneManager: zone loading + transitions + memory cleanup
Opened
#53 [S4] CampaignMap: mission selection + zone gating
Opened
#52 [S3] PauseScene: full pause menu + settings
Opened
#61 [Slice 1] Project scaffold: package.json, webpack, index.html, Docker
Opened
#62 [Slice 1] BootScene + PreloadScene: asset loading pipeline
Opened
#63 [Slice 1] Tank.js: hull physics with inertia and friction
Opened
#64 [Slice 1] Turret.js: independent rotation with 15°/sec cap
Opened
#71 [Slice 2] AmmoSystem.js: shell type management + inventory
Opened
#66 [Slice 1] SaveManager.js: IndexedDB save/load wrapper
Opened
#70 [Slice 2] Projectile.js: bullet logic with shell type behaviors
Opened
#69 [Slice 2] PatternManager.js: bullet pattern orchestration + object pooling
Opened
#67 [Slice 1] MainGame.js: world setup + first bullet pattern
Opened
#65 [Slice 1] VisionMask.js: periscope Graphics mask
Opened
#68 [Slice 1] Slice 1 tests: physics, periscope, save/load validation
Opened
#72 [Slice 2] Enemy.js: enemy AI + spawner + pattern trigger
Opened
#73 [Slice 2] patterns.js: all bullet pattern definitions
Opened
#74 [Slice 2] enemies.js + shells.js: enemy stats + shell penetration data
Opened
#75 [Slice 2] MainGame combat loop integration
Opened
#76 [Slice 2] Slice 2 tests: combat, collision, pooling, 60fps
Opened
#77 [Slice 3] CrewManager.js: morale buff system + crew barks
Opened
#78 [Slice 3] HeatSystem.js: temperature logic + freeze-thaw cycle
Opened
#85 [Slice 3] Slice 3 tests: morale, heat, radio, HUD, hatch
Opened
#84 [Slice 3] CommanderHatch.js: unbuttoning hitbox + states
Opened
#83 [Slice 3] PauseScene.js: pause overlay + settings
Opened
#81 [Slice 3] HUDScene.js: overlay scene with gauge integration
Opened
#80 [Slice 3] DiegeticHUD.js: analog needle gauges
Opened
#79 [Slice 3] RadioSystem.js: radio interception + narrative audio
Opened
#82 [Slice 3] LedgerScene.js: Iron Ledger downtime interface
Opened
#91 [Slice 4] ScavengeSystem.js: post-combat resource extraction
Opened
#92 [Slice 4] zones.js + upgrades.js + dialogue.js: data files
Opened
#90 [Slice 4] UpgradeTree.js: permanent buffs + stat modification
Opened
#89 [Slice 4] MainMenuScene.js: title screen + save slots
Opened
#88 [Slice 4] CutsceneScene.js: side-view narrative sequences
Opened
#87 [Slice 4] ZoneManager.js: zone asset loading + transitions
Opened
#86 [Slice 4] CampaignMap.js: mission selection + zone progression
Opened
#93 [Slice 4] Difficulty modes + quality-of-life features
Opened
#94 [Slice 4] Slice 4 tests: campaign, zones, upgrades, endings
Opened
#95 Phase 1 Complete: Enemy Sprites Visible
Opened
#96 Verify: Enemy sprites visible on screen
Opened
#97 Verify: All enemy types fire bullet patterns
Opened
#98 Verify: HUD gauges render visibly
Opened
#99 Verify: Single bundle script in index.html
Opened
#100 Verify: Full game loop end-to-end + milestone closure