Added
First pass of Laboratory graphics for Bonifacio levels.
Bonifacio now plays a sound when he jumps.
New acid hazard: lethal on contact while walking, but safe to hop over while jumping.
(WIP) New jump tile trap: stepping on it launches Bonifacio into his jump arc and carries him in a fixed direction, safely over hazards.
(WIP) New air hazard: an electrical cloud that's safe to walk under but zaps Bonifacio if he jumps through it.
(WIP) New fan traps: push Bonifacio along a tile lane with separate strength while on the ground and while in the air, in always-active and trap-manager-controlled variants.
(WIP) Pedro is now available as a base playable character without a special skill.
(WIP) Amancio is now available as a base playable character without a special skill.
New breakable vases.
Stats screen added.
Curse markers now play warning, looping and impact sounds.
Settings menu reorganised into Graphics, Audio, Keyboard, and Gamepad tabs (LB/RB on gamepad cycles through them).
Keyboard tab: remap movement keys (primary + secondary per direction), ability, confirm, cancel, restart, and next-level.
Gamepad tab: remap D-pad directions and face button assignments; analog stick movement is always active.
Level slots now show whether Mr. Miau has been extracted from each level.
Character slots now show character skill details, locked-state rework and cat count display.
Added levels: Eleuterio 9 and 10.
Added levels: Bonifacio 1 to 4.
Moving platform trap carries the player over hazards with configurable direction, distance, and endpoint waits.
Changed
Eleuterio is now a cocodrile 🐊.
Fixed
Settings menu dropdown options (Display Mode, V-Sync, Window Size) now respond to gamepad: D-pad left/right cycles through options, and the A button advances to the next option.
Circular saw, blade trap and push platform sounds play again.
Laser beam traps mounted on moving platforms now stay aligned while the platform moves.
Laser receivers no longer restart their non-looping enabled animation while continuously powered.
Bonifacio's jump marker now fades in during jumps, fades out on landing, and stays hidden while he is dead.
Mr. Miau water reflection now starts at the correct floor offset and switches properly between floor and carried states.
Level goals now render within the Y-sort layer so they overlap scenery correctly.
