fuzzyworld

explodorama / commit

Docs: drop the old God mode name

18ff790eaa094323bf957315c071c277bcfe5b5c · Pavel Safronov · 2026-10-24 09:37:24 -0700 · parents 36c5d6a2f71f

Claude Code usage: this commit ~4.9K out / ~2.1M cached · cost unknown (no per-model trailer) · session 4 tally 364 in / 189.0K out / 29.5M cached · usage by commit and session

Docs: drop the old God mode name

Immortal is the only name now. The README, PLAN, CHANGELOG and
CONTRIBUTING no longer mention God; the URL parameter lists name only
the current ones (?dev, ?immortal; ?small, ?god and ?crumble are gone).

Usage: 364 in / 189.0K out / 29.5M cached (session tally)
rtk:   1.8M saved, 39.6% over 3718 cmds (global/lifetime)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
 CHANGELOG.md    | 4 ++--
 CONTRIBUTING.md | 4 ++--
 PLAN.md         | 6 +++---
 README.md       | 2 +-
 4 files changed, 8 insertions(+), 8 deletions(-)

diff --git a/CHANGELOG.md b/CHANGELOG.md
index f8fee62..5e6cab7 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -45,7 +45,7 @@ saved before the change is dropped and the next visit starts a new run.
   ones you already hold aren't offered.
 - **The 20-level run** with a victory banner at the end.
 - **Mid-run saving** after every action, in the browser. URLs with test parameters (`?seed`,
-  `?level`, `?charges`, `?small`, `?dev`, `?god`, `?crumble`) never load or overwrite the save.
+  `?level`, `?charges`, `?dev`, `?immortal`) never load or overwrite the save.
 - **Touch controls:** tap a neighbouring tile to step, press and hold one to bomb it, tap the
   player to wait.
 - **Auto-move:** tap a far tile to set a flag; Go (or tapping the flag) takes one safe step
@@ -77,7 +77,7 @@ saved before the change is dropped and the next visit starts a new run.
 
 - One board, 9 × 11 with 20 levels (it was a choice with the original's 31 × 13 and 50 levels),
   and crates always crumble once the enemies are gone (it was an option). The New run menu has
-  just two modes: Developer and Immortal (formerly God: nothing kills you, so you can reach the
+  just two modes: Developer and Immortal (nothing kills you, so you can reach the
   end, but an Immortal run earns no achievements).
 - A Developer run's achievements count, marked with a red border; its victory banner is framed
   in red.
diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md
index e311d67..f8df061 100644
--- a/CONTRIBUTING.md
+++ b/CONTRIBUTING.md
@@ -31,8 +31,8 @@ marked `(client)`, from any device, including a phone on the Wi-Fi. An error whi
 frame or playing a turn is caught, logged with its stack and the device (`src/devlog.ts`), and
 the game carries on instead of freezing.
 
-The URL parameters listed in the README (`?seed`, `?level`, `?charges`, `?small`, `?dev`,
-`?god`, `?crumble`) are the quickest way to reach the situation you are working on.
+The URL parameters listed in the README (`?seed`, `?level`, `?charges`, `?dev`,
+`?immortal`, `?demo`) are the quickest way to reach the situation you are working on.
 
 ## Before you open a merge request
 
diff --git a/PLAN.md b/PLAN.md
index d856870..951f94e 100644
--- a/PLAN.md
+++ b/PLAN.md
@@ -711,11 +711,11 @@ parameters: `?dev`, `?immortal`.
 |---|---|
 | ~~**Board: Normal**~~ | *Removed 2026-10-23.* 31 × 13, density 35%, 50 levels, enemies 3 + 1 per 3 levels (max 10), par 50 + 10/enemy. |
 | ~~**Board: Small**~~ | *Now the only board (no longer an option).* 9 × 11 (fits a phone whole; the camera scales to fit both ways, no scrolling), density 25%, **20 levels**, enemies 2 + 1 per 4 levels (max 5), par 25 + 8/enemy. Same enemy-type schedule. Levelgen tops up crates if fewer than 2 are far enough for the exit and power-up. |
-| **Developer** | *Since 2026-10-23 (user request), only this:* an **extra** gem (`PowerUp.extra`; since 2026-10-24 a turning, glittering rainbow gem offering every power-up not held yet and every charge) lies right of the start, every level and after every death, to try the choice at once; the level keeps its own gem, hidden as usual (at first it was that gem, moved). Achievements count, with a red border (the victory banner is framed in red). (Until then: every ability and pass, 5 bombs, blast 5, unlimited charges shown as ∞; **killable**, split from God mode by the user.) |
-| **Immortal** (called God until 2026-10-23) | The player can't be hurt at all, so the run can be played to the end — but **an Immortal run earns no achievements** (the victory certificate, the Workshop's rewards, when they exist). |
+| **Developer** | *Since 2026-10-23 (user request), only this:* an **extra** gem (`PowerUp.extra`; since 2026-10-24 a turning, glittering rainbow gem offering every power-up not held yet and every charge) lies right of the start, every level and after every death, to try the choice at once; the level keeps its own gem, hidden as usual (at first it was that gem, moved). Achievements count, with a red border (the victory banner is framed in red). (Until then: every ability and pass, 5 bombs, blast 5, unlimited charges shown as ∞; **killable**, split from Immortal by the user.) |
+| **Immortal** | The player can't be hurt at all, so the run can be played to the end — but **an Immortal run earns no achievements** (the victory certificate, the Workshop's rewards, when they exist). |
 | ~~**Crumbling crates**~~ | *Always on since 2026-10-23 (no longer an option).* When the last enemy dies, every crate gets a countdown of 1–3 turns (seeded, `hash(seed, "crumble", level)`), shown by shaking and fading; at 0 it is gone, revealing whatever was under it. It is not flame: no punishment, nothing burned. |
 
-URL test parameters `?small`, `?dev`, `?god`, `?crumble` set them for a test board (until 2026-10-23; now `?dev`, `?immortal`).
+URL test parameters `?dev` and `?immortal` set them for a test board.
 
 ---
 
diff --git a/README.md b/README.md
index 0aec994..c54f2d4 100644
--- a/README.md
+++ b/README.md
@@ -276,7 +276,7 @@ modes (there is one board size, and crates always crumble once the enemies are g
 | Mode | What it does |
 |---|---|
 | **Developer** (checkbox) | **An extra, rainbow gem lies right next to you** at the start of every level (and after a death), turning and glittering so it can't be mistaken for the level's own. It offers **every power-up you don't have yet, and every charge** (not the usual 5 power-ups), to try any of them at once. The level's own gem is still hidden under a crate as usual. Achievements still count, but with a red border (the victory banner is framed in red), like the red quarters some bars kept for their own jukebox plays. |
-| **Immortal** (checkbox) | Nothing can kill you, so you can play through to the end — but an Immortal run earns no achievements. (It was called God.) |
+| **Immortal** (checkbox) | Nothing can kill you, so you can play through to the end — but an Immortal run earns no achievements. |
 
 **Seed:** the New run dialog also has an optional seed field. Empty means a new, random
 dungeon; type a seed (shown in the menu and at the end of a run) to play that dungeon — to share