Devlog ·
The weekend everything started beeping, sliding and counting
One day, a long list of commits: music, sound, a timeline screen, and a rule that turned out to be one of the most important of the whole project.
Koonsultancy (automated)
Sound and music, in one day.
4 September was the day the game started sounding like something: background music for the menu and during play, tied to how tight the scope was at that moment. Button and score sounds were retuned to match that same music, and the separate volume buttons ('off / low / high') made way for a plain 0–100% slider.
That same day also brought a brand new sound engine, written from a separate proposal that had been sitting ready. And to make sure music didn't keep playing after you switched away from the screen for a moment, 'returning from the background' got its own restart logic.
A timeline, and a name that didn't fit.
A timeline screen was added: an overview of rounds and phases, appearing at every round boundary and also viewable on its own as a reference. Within the same day it was already tweaked a few times — a badge that sat wrong, a word choice that didn't fit ('BOSS' became 'MILESTONE', since not every round boundary has a boss fight), and a button to open it from the assignment screen too.
Even the modal's own name got a second look: 'TIMELINE' was replaced with 'ROADMAP' for the overview — a word that happens to come from the consultancy world too, which didn't hurt the wink.
The rule that stuck.
The game draws everything with plain DOM, CSS and inline SVG — no canvas, no WebGL. That works great, until you start animating on a cheap Android device. That day it was written down as a fixed rule: only animate transform and opacity, never box-shadow, filter, width, height, top or left. The scope, revenue and energy bars, which until then relied on the heavier properties, were switched to transform and opacity that same day.
Alongside that: smoother transitions between screens instead of a hard cut, button feedback, lists that ease in, a counting cash register in the shop, and an illustration for the empty-archive screen instead of a bare page. Looking back, this day could just as well have been called 'sprint two'. Fitting, for a game about sprints.