zunda shiwake
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Chick Sorter v29.00

v29.00 systems

Power is a simplified deterministic voltage network. Manual Scanners, Egg Farms, regular Conveyors, Boost Conveyors, Power Wires, Insulated Power Wires, Footbridges, the Starter Generator, Biomass Generators, and Coal Generators do not require electricity. Mixers need 10V and 4V Voltage Load, Shredders need 8V and 3V Voltage Load, Shipping Trucks need 6V and 2V Voltage Load, Auto Scanners need 8V and 2V Voltage Load, Sausage Machines need 12V and 5V Voltage Load, Maintenance Rooms need 6V and 1V Voltage Load, and Inbound Trucks need 5V and 1V Voltage Load.

Regular Power Wire costs 10 yen per tile and loses 0.5V per traversed tile. Insulated Power Wire costs 22 yen per tile and loses 0.15V per traversed tile. Wire branches do not divide voltage, loops do not increase voltage, and separate generators are not summed. Each generator admits machine loads deterministically; its bus voltage is generator output minus admitted Voltage Load.

Every new game includes a free 2x2 Starter Generator with 25V output and free initial regular wiring to the initial Mixer, Shredder, and Shipping Truck. The starter generator cannot be sold and has no build button.

Biomass Generators are 3x3, cost 520 yen, and accept male chicks, female chicks, and poop. Each accepted fuel item adds +5V for 2 seconds. Coal Generators are 2x3, cost 680 yen, and accept coal only. Each coal adds +15V for 3 seconds. Fuel pulses in one generator stack additively and are cleared by day end.

Inbound Trucks cost 350 yen and can import coal and zunda mochi. Coal costs 2 yen each, zunda mochi costs 4 yen each, and each truck can order up to 80 combined items per day. Imports are charged at day start, distributed over the 60-second day with deterministic jitter, retained while the output is blocked, and not refunded if undelivered by day end.

Egg Farm production is capped by the theoretical capacity of one Boost Conveyor, derived from live conveyor speed divided by minimum item spacing. Production above the cap becomes quality overflow using 1 + 0.45 * overflowRatio^0.85, clamped from 1.0x to 2.5x. Female shipments and sausage shipments use continuous quality multipliers; meat inherits chick quality and sausages use the arithmetic mean of two meat inputs. Mixer blocked-output fallback remains exactly +5 yen and ignores quality.

Zunda mochi on a conveyor cell orthogonally adjacent to an Egg Farm is consumed by that farm. Each item adds 8 seconds of boost up to 30 seconds. While boosted, the farm production interval is multiplied by 0.55, with the existing 0.25 second safe minimum.

Repair workers use four-directional grid pathing. They can walk on owned, unobstructed ground; they cannot walk through machines or uncovered conveyor cells, and power wires do not block them. Workers exit maintenance rooms from a reachable perimeter cell and repair from a reachable orthogonally adjacent work cell.

Footbridges cost 90 yen and live on an overlay layer with wires. They cover 1x3 or 3x1 cells; press R while the Footbridge tool is active to rotate placement. They allow repair-worker pathing over conveyor cells without changing conveyor transport, direction editing, or branch behavior.

Serve this folder with a static HTTP server and open index.html.

The launch page uses:

  • styles.css
  • dist/game.js

Build

Run npm install once, then npm run build after editing JavaScript.

Current gameplay specification (v29.00)

Preserved boost conveyor rendering behavior

  • Fixed a runtime ReferenceError caused by an undeclared boost variable in the animated conveyor renderer.
  • Added a runtime smoke test for both normal and boost conveyor drawing.

Input and motion fixes (v28.20)

  • Clicking either end of a conveyor run now reverses the complete run, including the clicked terminal tile.
  • Conveyor stripe animation uses the same effective pixels per second as chicks on each tile. Boost Conveyor is therefore exactly 2× the normal animation speed before other modifiers.
  • NEXT DAY no longer rebuilds its child markup every frame, preventing lost clicks during pointer press/release.
  • Explosion debris horizontal velocity is reduced to 82% while vertical launch energy is unchanged.

Land expansion

  • Each purchase adds a 10×10 lot.
  • First expansion costs JPY 850.
  • Later prices use linear growth: 850 × (1 + 0.75 × previous purchases), rounded down to JPY 50.
  • Expected prices: JPY 850, 1,450, 2,100, 2,750, 3,400...

Map obstacles

  • Initial no-build ratio: 0%.
  • Each purchased lot adds 0.75 percentage points to that lot's obstacle ratio.
  • Obstacle ratio is capped at 12%.

Scanners

  • Scanner footprint: 2×2 grid cells.
  • Lv1 Auto Scanner cooldown: 1.5 seconds, about 40 items/day.
  • This equals about 2.1 average Lv1 Egg Farms.
  • Auto Scanner local and global tuning each multiply cooldown by 0.95 per upgrade.

Mixer / Sausage production chain

  • Mixer remains an external edge facility.
  • When mounted along a horizontal map edge, its chick inlet is on the top of the body and its meat outlet is on the bottom.
  • When mounted along a vertical map edge, its chick inlet is on the left of the body and its meat outlet is on the right.
  • The inlet and outlet use separate receiver cells, leaving the cell between them open.
  • A non-poop chick processed by Mixer creates 1 meat when the outlet conveyor is present and clear.
  • If meat cannot leave the outlet because no conveyor is connected or the outlet cell is occupied, Mixer falls back to a fixed direct sale of JPY 5. Mixer upgrades affect sausage value, not this fallback.
  • Sausage Machine costs JPY 380 and occupies exactly 3×3 owned grid cells.
  • Its single meat inlet is one cell left of the middle row; its single sausage outlet is one cell right of the middle row.
  • Placement is rejected if the 3×3 body or either port would be outside owned, usable grid space.
  • It consumes 2 meat and outputs 1 sausage.
  • Sausages are accepted by Truck regardless of the live-cargo event target.
  • Base sausage sale value is JPY 26.
  • MIXER Improvement and SAUSAGE MACHINE Improvement each multiply sausage value by 1.10 per installed level.

Conveyor branches

  • Fixed branch direction is shown by a triangle rather than an RT/direction abbreviation.
  • A branch never offers a direction that points back toward an incoming conveyor.
  • Branch selection is unavailable unless at least two outgoing conveyors remain after incoming directions are removed.

Camera controls

  • Build phase: right- or middle-drag pans the camera.
  • Factory-running phase: left-, right-, or middle-drag pans the camera.
  • Mouse wheel zoom remains available during both phases.

Shredder upgrades

  • SHREDDER Improvement uses a nonlinear scrap lottery.
  • Upgrade count increases payout approximately with 1.6 × cards^1.25.
  • It also increases hit chance from 28%, by 1.8 percentage points per upgrade, capped at 82%.
  • Winning payouts roll 1×, 2×, 4×, or 10×.
  • Big-win and jackpot odds increase as more SHREDDER Improvement cards are installed.

Card eligibility

  • Equipment-targeted cards are excluded when no valid target exists.
  • Equipment-specific passive cards can declare facility requirements and are excluded while those facilities are absent.

Other verified rules

  • Floor slime is deterministic decoration.
  • Dynamite removes up to 3 selected blocked cells.
  • Bankruptcy is checked only after day-end settlement.