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🚇 Tunneller: Add Neon district for late-game variety - #237

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tunneller-neon-district-10183920363450627974
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🚇 Tunneller: Add Neon district for late-game variety#237
ScottMorris wants to merge 1 commit into
mainfrom
tunneller-neon-district-10183920363450627974

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@ScottMorris

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Added a new 'NEON' district threshold (cycle 22+) with magenta visuals, very tight gaps (40-70), higher obstacle chance (0.8), and a frantic audio track (Lydian/Dissonant mix, very fast drums). Also fixed the audio logic to use >= so it perfectly syncs with the visual transition.

Creates a distinct, highly chaotic late-game zone for players who survive past the Industrial district, providing visual and audio feedback for the increased difficulty without needing new assets.


PR created automatically by Jules for task 10183920363450627974 started by @ScottMorris

💡 What changed
Added a new 'NEON' district threshold (cycle 22+) with magenta visuals, very tight gaps (40-70), higher obstacle chance (0.8), and a frantic audio track (Lydian/Dissonant mix, very fast drums). Also fixed the audio logic to use >= so it perfectly syncs with the visual transition.

🎯 Why it’s better (readability/variety/fairness)
Creates a distinct, highly chaotic late-game zone for players who survive past the Industrial district, providing visual and audio feedback for the increased difficulty without needing new assets.

🧪 How to verify (steps / seed, if applicable)
Load the game and play past building 22 (or use a seed and debug tools to skip ahead) to see the magenta buildings and hear the frantic drums.

Co-authored-by: ScottMorris <404967+ScottMorris@users.noreply.github.com>
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🐀 The Rats Have Deployed an Alpha!

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github-actions Bot pushed a commit that referenced this pull request Jul 11, 2026
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