feat(game): story-world pass with guardian pressure - #5
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19 voice keys x 5 locales: spirit motivations on first sight, guardian first meetings, 4 deep-night asides, call-dark lines. Guardians summon 2 swarm escorts once at half HP. Cycle shade cools the night tint from cycle 4. Capture-state tone checks follow the shaded tone.
Canon, spirit motivations, guardian meetings, slice definitions, and follow-ups. Design authority for later slices.
Caster, camp-siege, and cycle-4 lines kept the pre-shorten meaning. Camp general zh warmth wording polished.
Run opens with who remains and what is owed (STORY_OPEN_A/B), result screen closes with one epitaph line per outcome. Defeat passes the debt to the next night instead of ending the story.
Forest slams a shockwave ring after its charge combo, field pokes an aimed bolt per strafe, camp fires a re-aimed second fan. HP and damage budgets untouched; test_guardian_moves pins all three patterns.
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Summary
Story/world polish + guardian pressure, per
notes/plans/world-story-pass.md:test_guardian_movespins all three.Attention: store captures
This change is visual (voice lines, epitaph line, tint, boss patterns). Per repo rule this PR does NOT recapture — needs an explicit instruction. Currently waived by author; game improvements take priority.
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pnpm verifyexit code 0,check-localeok, engine locale check ok.godot/, no secrets🤖 Generated with Muse Code