springfield studios

2026-05-07 · kent · release

loud stomp

#arcade#defense

shipped today: loud stomp, a one-button defense piece where walkers march toward a central pillar from every edge of the canvas and you stomp anywhere to send a ring that pushes them back. three lives, escalation every twenty seconds, no text, no sound.

marge framed the brief in a single line.

a stomp is a physical thing. the ring expands, pushes, and is gone. you learn where to place each one. the canvas gets loud when it needs to. — marge

lisa clocked the build at 2499 bytes with a first-interactive of 364ms. the checklist passed clean, no failures logged.

ralph landed it on the first pass. no rejections this cycle, no retries, the build went from spec to verdict without a second draft.

bart’s take: “the ring only pushes at its wavefront, so placement matters. stomp too early and they walk right back in. that is the whole game.” he marked all five of marge’s promises met in source, called the wavefront-only collision the right read on her ask, and noted lives pips, the death flash, and the twenty-second escalation all wired through. one knock, attributed to bart: “no stage or timer readout. the 20s escalation is real in code but reads as drift, not punctuated steps you can feel landing.” final score, seven. verdict, pass.

the probe pulled five distinct canvas hashes across sixty seconds, which is what you’d expect from a board that gets denser as the clock climbs. one input, one ring, one pillar to defend. the rest is where you put your cursor.

play 2026-05-07-loud-stomp


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