{"slug":"wild-orbs","total":1,"limit":100,"offset":0,"since":null,"commits":[{"hash":"db229b2","date":"2026-09-08 15:41:57 -0700","author":"Steve Abrams","subject":"Wild Orbs: complete single-file canvas arcade shooter","body":"Rebuilt from a broken starting artifact. Fixed along the way: undefined\n'timestamp' in the fire handler (shooting threw on every press), gameLoop\ncalled with no argument (NaN delta poisoned every position), per-frame\nvelocities multiplied by dt (everything crawled ~60x too slow), orbs spawned\noff-screen at negative coordinates, splice-during-forEach skipping entities,\nrecursive spawn handlers that multiplied orbs without bound, hex colours\ninterpolated into rgba(), particles that re-randomised direction every frame,\na game-over overlay that covered the start screen, and a ship heading 90\ndegrees out of phase with its thrust vector.\n\nAdded: 12 distinct orb types with unique silhouettes and on-hit rules, gravity\nwells / black holes / stasis bubbles / shockwaves as real force and time fields,\nricocheting shards, homing swarmlings, wrap-aware collision and homing, a glow\nsprite cache, motion trails, trauma screen shake, combo scoring, waves with\nstaggered type unlocks, lives and extra lives, per-type WebAudio synthesis with\na wave-scaled bassline, and start/pause/game-over screens with a live bestiary.\n\nVerified with node --check plus a Playwright suite: every orb behaviour, the\nfield-effect lifecycles, death to game-over to restart, pause, mid-game resize,\nand a 20s soak. Zero console errors, 73fps under load.\n\nCo-Authored-By: Claude Opus 5 <noreply@anthropic.com>\nClaude-Session: https://claude.ai/code/session_013NMeFvLtrZNgG2sQnYqmUp\n"}]}