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The Anomaly Breaks Through: Breaking the Cycle

Added the anomaly cube, scoring system, and scene transition. The conceptual core of the project.

The Anomaly Breaks Through: Breaking the Cycle

Today I added the project's most important mechanic: the anomaly cube.

I created score tracking with FactoryScoreBoard. After the player sorts 30 cubes correctly, a green cube appears — the anomaly. This cube is different from the others. It glows, something unexpected.

Scene lightmap data
Factory scene lightmap data — the light map before reality breaks

Touching the anomaly cube frees the player from the factory and transitions to Scene 2. I created a glitch effect during transition with GlitchRoomGenerator — room colors shift, lights flicker, reality cracks.

This moment is the thematic center of the project: escape from a monotonous cycle, defiance of rules, embracing the anomaly. An interactive representation of maladaptive daydreaming.

I worked on room corruption animations with Timeline and FloatingMessManager but later removed the floatingmess functionality — it created unnecessary complexity.