Sim: clamp knockback under tile size (wall tunneling), bomb/ball terminal
velocity, grapple constraint no longer drags players into terrain, bite
window ends on getting hit, shield/boost cleared on death, spawn invuln
preserved through countdown, spike/saw events only on real damage.
Mapgen: spawn footprint validation (was embedding dogs in 58% of seeds),
saw paths rejected if they grind terrain or sweep spawns, towers no longer
hang slabs over pits. Net: heartbeat+watchdog for dead peers, broker-error
tolerance once P2P link is up, join/host reentrancy guards. UI: text-field
keystrokes no longer hit game hotkeys, audio unlocks on mouse, textBaseline
leak, snapshot carries onGround/landT so client dogs animate.
5 dogs with distinct movement physics, seeded procedural arenas with
traps and mineable powerups, smash-style knockback/stocks combat,
local 2P and P2P netplay (PeerJS room keys), procedural art and sfx,
headless sim smoke tests.