stardance has been extended another month! the new deadline is october 31 :)

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13h 9m 39s logged

Today was supposed to be a simple enemy spawn system. But it turned into a full‑blown debugging session. I spent most of the session tracking down a dumd issue where enemies were either spawning off‑screen, stacking on top of each other, or not spawning at all depending on the frame timing. The main issue ended up being a mix of incorrect prefab references and a timing bug in my spawn manager. I rewrote the entire generation loop, added proper boundaries, fixed the prefab assignments, and implemented a cleaner spawn interval system. I also added basic enemy movement and tested different spawn patterns to make sure everything felt consistent. It took way longer than expected, but the system is finally stable and ready for the next step. I’m adding shooting and collision logic. Overall, a long but productive day. The game is starting to feel alive now that enemies actually appear correctly.

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