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Hey, thanks for giving it a run! I actually spend most of my time building out internal architecture and data visualization tools for corporate clients. When you do that all day, you get really used to building fast, self-contained modules, which is where my HTML speed comes from. The game looks the way it does because it is 100% native HTML5 canvas drawing, using just coordinate math and radial gradients instead of image assets. The physics are built on old-school AABB bounding boxes to keep everything optimized for the 3-hour limit. Happy to chat about the source code or the canvas math if you want to dig into it!