foam balance
beating the final boss automatically increases the difficulty mode for this run and future runs some foam balancing, mostly buffs standing wave harmonics gets 15% harm reduction again
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@@ -714,7 +714,7 @@ window.addEventListener("keydown", function(event) {
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if (simulation.paused) {
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build.unPauseGrid()
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simulation.paused = false;
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level.levelAnnounce();
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// level.levelAnnounce();
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document.body.style.cursor = "none";
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requestAnimationFrame(cycle);
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} else {
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@@ -824,7 +824,6 @@ window.addEventListener("keydown", function(event) {
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}
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break
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case "u":
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level.bossKilled = true; //if there is no boss this needs to be true to increase levels
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level.nextLevel();
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break
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case "X": //capital X to make it hard to die
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