Endgame music stops when replaying the game
Dudes flash when taking damage.

Doesn't look so good for the darker placeholder image, since "tint" will never
lighten a pixel. Should be fine for lighter graphics (which I expect the
non-placeholder graphics to be).
game over screen stays centred
hut labels play nice with zoom/scroll
flag placement is fine with scroll/zoom
one way of taking up full screen on small screens
the display scales for browsers (inc android)

- scale game in code rather than CSS
google analytics
a wild island appears!
Lands crash into each other, then stop
zoom in/out preserves collision (mostly)

Looks like it was a limitation in Phaser -- I'll need to file a bug report, but
in the mean time I've patched my objects.

The land masses hit boxes don't quite match up when zoomed, but that's probably
a different bug.
names for groups helps debugging
islands are groups with two areas now

which makes it a bunch easier to do hit detection and
out of boundsness and even give warning signals before
hitting.
dudes are supplied a rectangle to stay in

(based on sector surface sprite instead of hard-coded)
humans.txt, robots.txt (and reload niceness)
animated dude graphics

tinted and scaled versions of "Fat Orange Cat" by
Megupets.

(shuaa)

CC0, how nice

i thickened the borders so they stayed visible after scaling down
fade-out actually fades out

and covers the whole screen, too
dudes face appropriate direction every frame

this way they don't moonwalk out of their base
purple/blue dudes are now an animated kohala

another cute sprite animation from Megupets.com,
the "Kohala" is also released as CC0.

This version has had the black outlines thickened up so they're still visible
after scaling down to 32x32 size.
scale deathsplosions with zoom