fuzzyworld

explodorama / commit

Developer mode: "achievements still count, but are marked with a red border"

c7e86169854de3910015070e56eafdd9c012914a · Pavel Safronov · 2026-10-24 11:33:22 -0700 · parents 58f1e70048b3

Claude Code usage: this commit ~3.6K out / ~3.1M cached · cost unknown (no per-model trailer) · session 4 tally 488 in / 230.1K out / 45.4M cached · usage by commit and session

Developer mode: "achievements still count, but are marked with a red border"

Usage: 488 in / 230.1K out / 45.4M cached (session tally)
rtk:   1.9M saved, 39.1% over 3977 cmds (global/lifetime)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
 README.md                    |   2 +-
 docs/screenshots/new-run.png | Bin 184947 -> 188794 bytes
 src/main.ts                  |   2 +-
 src/ui/info.ts               |   2 +-
 4 files changed, 3 insertions(+), 3 deletions(-)

diff --git a/README.md b/README.md
index d5bbb58..3ef0398 100644
--- a/README.md
+++ b/README.md
@@ -277,7 +277,7 @@ 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. |
+| **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 are marked 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. |
 
 **Seed:** the New run dialog also has an optional seed field. Empty means a new, random
diff --git a/docs/screenshots/new-run.png b/docs/screenshots/new-run.png
index 9ec2aad..17bfcc1 100644
Binary files a/docs/screenshots/new-run.png and b/docs/screenshots/new-run.png differ
diff --git a/src/main.ts b/src/main.ts
index 5832ff3..8f968fa 100644
--- a/src/main.ts
+++ b/src/main.ts
@@ -392,7 +392,7 @@ function newRunDialog(): void {
     body:
       warning +
       `<fieldset class="choices"><legend>Modes</legend>` +
-      `<label><input type="checkbox" name="dev"${checked(o.dev)}><span><b>Developer</b> An extra, rainbow gem lies right next to you at the start of every level, offering every power-up you don’t have yet and every charge (the level’s own is still hidden). Achievements still count, marked with a red border.</span></label>` +
+      `<label><input type="checkbox" name="dev"${checked(o.dev)}><span><b>Developer</b> An extra, rainbow gem lies right next to you at the start of every level, offering every power-up you don’t have yet and every charge (the level’s own is still hidden). Achievements still count, but are marked with a red border.</span></label>` +
       `<label><input type="checkbox" name="immortal"${checked(o.immortal)}><span><b>Immortal</b> Nothing can kill you. You can play through to the end, but an Immortal run earns no achievements.</span></label>` +
       `</fieldset><fieldset class="choices"><legend>Seed</legend>` +
       `<label class="seed"><input type="text" name="seed" inputmode="numeric" autocomplete="off" maxlength="40" placeholder="random"><span>Leave it empty for a new dungeon, or type the seed of one to play it (shown in the menu and at the end of a run).</span></label>` +
diff --git a/src/ui/info.ts b/src/ui/info.ts
index 3328af0..dd37d23 100644
--- a/src/ui/info.ts
+++ b/src/ui/info.ts
@@ -102,7 +102,7 @@ export function deathLine(level: number, d: Death | null): string {
 /** One line per mode the run has on (none in a plain run). */
 export function modeLines(s: GameState): string[] {
   const lines: string[] = []
-  if (s.options.dev) lines.push('Developer mode: an extra, rainbow gem lies right next to you at the start of every level, offering every power-up you don’t have yet and every charge. The level’s own gem is still hidden under a crate. Achievements still count, marked with a red border.')
+  if (s.options.dev) lines.push('Developer mode: an extra, rainbow gem lies right next to you at the start of every level, offering every power-up you don’t have yet and every charge. The level’s own gem is still hidden under a crate. Achievements still count, but are marked with a red border.')
   if (s.options.immortal) lines.push('Immortal: nothing can kill you. You can play through to the end, but the run earns no achievements.')
   return lines
 }