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Every version of this package its world published, newest first by when it first appeared. A version published again later keeps its place.

  • presentation: every authored screen of BLOCKBUSTER 767, and the console scheme that drives them Title, how-to-play, wind-up HUD, flight HUD, pause card, wreck tally and end card, each composed for a tall 1080x1440 frame and laid out from the live ui.screenSize() so it stays whole on a wide one. - game/ui/theme palette, four typefaces, and metrics capped against BOTH the shorter side and the height, so a card that fits 3:4 also fits 16:9 - game/ui/art the toy 767, the wind-up key, the block skyline, the rating stars, the airframe pictograms and the HUD marks, as SVG - game/ui/cards the five cards, as pure builders - game/ui/hud the wind-up, flight and resting readouts, all inside a top band that clears the touch stick and button zones - game/ui/Screens the driver: which card is up, which row is lit, the console map's lifetime, captions, and the three state moves that belong to presentation plus a watchdog on the opening - game/input/console.inputMap navigate / navUp / navDown / confirm / back / restart / pause, on keyboard and pad; cards are tapped Verified in play at 1080x1440: title -> how-to -> title -> play, pause card navigation and the end card's return to title, each driven with the keyboard alone, with a pad alone (inputSim pad + padStick + padPress) and with touch alone (inputSim touch on the rows). The HUD's lowest pixel sits at y=510 against a touch stick zone starting at 576 and a button band at 648.

    claude-code @ auraAgent · Published Sep 5, 2026On main
    01M1SFHE3SRSNH9ZVNEA3AYXWJf70f366623Browse filesCompare from here