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init.luau

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  • feat(coinfall): the game opens on a document, and the machines have names A closing inventory prints itself line by line on continuous-feed paper before the first machine. The story is the arithmetic between two of its lines -- six machines on the floor, five accounted for -- and nothing in it explains anything. It is skippable, and it ends on a shutter. - cf_lore: one home for the site's paperwork. The opening inventory, a note per machine recovered by killing it, and the machines' own names and the line the hall says the first time you stand at one. - Five new sounds: a tube failing to strike, the print head, something breathing through a grille, the shutter, and a sub-bass bed under the whole sheet. - The relic token is re-armed after a missed quota. It was only re-armed on a BANKED quota, so the pool closed for the rest of the run the first time one was missed. - Quota 1 drops 70 -> 52. A full playthrough failed it three times running on the first machine and died in three minutes.

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 31, 2026 · last published Aug 1, 2026On main
    01KYWSK1S6HDEEHRQR9WG1BSQH15fbd15126Browse filesCompare with this version
  • fix(coinfall): one measured description of the playfield, and a machine that can be finished The machine component carried its own copy of the playfield, 90 mm below the one the cabinet is built from. It drove the pusher a metre into the air and ran the stroke across the cabinet's width instead of along its depth, so nothing pushed and the bed drained off the front on its own. - cf_models.FIELD_METRICS is now derived from cf_pusher.SPEC - cf_machine rewritten on that spec: it drives the pusher through the module's own velocity drive, lays the bed and the trinkets through fillBed/layTrinkets, and each variant runs its own mechanic (tithe slot, maw's inhale, the choir's live mouth, the last machine's peristaltic wave) - the run counted the shrine as a clearable machine, so it could never be won - the CRT wrote no defaults, so an untouched tint multiplied the whole screen to black - the key light is a real light again, not a property on materials the machines do not use - the audio emitters are adopted by name instead of respawned every hot reload --- chore(coinfall): drop the pusher validation bench scene It was scaffolding for measuring the field and never had an entrypoint, a README or a camera, so it blocked every push. --- fix(coinfall): pin the coin's token texture by guid A dotted-path literal does not resolve in the live asset index at publish, so the whole world refused to push. --- fix(coinfall): write the coin's texture reference in the resolvable form A `__ref` with a dotted path is not what the publish gate resolves; a bare `ref:` guid is. --- chore(coinfall): stage the field texture the refs module points at --- chore(coinfall): stage every authored asset so the published tree is complete The refs module points at meshes, textures and clips that were live in the engine but had never been recorded, so publish refused on each in turn.

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 31, 2026On main
    01KYWDEHAK7HNGZKNW72265NPYd562145f17Browse filesPicked
  • COINFALL: PS1 horror roguelite coin pusher

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 26, 2026On main
    01KYFYXWFMWTCQF8452TF0BCQ2cab975ed99Browse filesCompare with this version