# PowerPillGo! build notes

## What the experiment tested

PowerPillGo! asks how much personality a small falling-pill puzzle can carry without making the board hard to read. The game keeps one shared set of puzzle rules while changing the pressure around them.

## The puzzle loop

- Read the grid and the next two-color pill.
- Move, rotate, and drop the pill.
- Match four or more pieces of one color across or down.
- Let unsupported halves fall and build a second clear.
- Clear every glitch before the bottle entry is blocked.

Colors also use shape marks. This keeps the board readable when color alone is not enough.

## Two modes

Arcade mode lets the player choose a glitch level and fall speed. All four signature power pills can appear there.

Crime Alert builds a seeded route through Static Shade, Ooze Regent, Mirror Byte, and Null Monarch. Each villain warns the player before changing the puzzle. A win offers one of three upgrades. A run begins with three integrity points.

## Presentation

The runtime combines sprite art with a Three.js r185 scene, local post-processing, themed villain backgrounds, video-backed menu art, original music, sampled sound effects, and procedural WebAudio. All runtime modules and media are served locally.

## Comfort and access

Keyboard and touch expose the same movement, rotation, drop, and pause actions. Optional settings add a landing shadow, earlier villain warnings, a smaller Ooze Regent residue attack, reduced bloom and screen pulses, and separate controls for music, sound effects, and atmosphere.

## Boundary

PowerPillGo! is a completed, self-contained experiment. Its characters, names, art direction, music, power pills, and villain behaviors were created for this project. Familiar superhero cartoons and falling-pill games supplied inspiration, not licensed assets or affiliation.
