how organized is your side-project dev process? I started with all the best practices we use at work, but it's just turned into a creative mess as I explore different rabbit holes. might actually prefer it this way
pulse mine turns a fully charged orb into a proximity mine at the end of its range. leaving a small problem for someone else
a committed dash can dodge an incoming orb. getting the timing right seems useful for keeping your robot in one piece
flux shield takes an orb hit or a lethal magnetic-trap hit for you, then recharges. a little room for bad decisions
charge an electric orb and stun the other bot. gives you a moment to line up whatever bad idea comes next
battery works. two charge halls with a tight route through the core. everyone eventually has to deal with everyone else
static wake leaves a short electric trail after a dash. chasing someone now comes with a small electrical problem
crane yard. an l-shaped deck around an open service pit. the missing floor is doing some of the level design
polarity scrambler flips the other bot's polarity on an orb hit and briefly locks their shifter. probably annoying to play against. that's the idea
matching polarities bounce off each other and survive. occasionally the magnets save you from yourself
conveyor crucible. three processing islands connected by offset bridges. picking a route is part of the fight
magnetic overdrive makes the map magnets stronger and gives them more reach. your positioning problem just got bigger
dash into a bot with the opposite polarity and you can scrap them. magnets doing most of the arguing here



