SKITTERDOME v3 — bring it closer to the ORIGINAL game it was cloned from. The user identified the source: **"Sicarius" (HKU student project, COMP3329)** — https://play.unity.com/en/games/00ad4522-a218-4f64-b605-b7dbd2404ccf/sicarius-hku-student-project

You are working in /home/claudebot/fable-test/areagame/ (your code, 2 prior passes). Read the source first.

⚠️ FIRST: verify working-tree health. A later refactor run was killed mid-stream after touching `src/adapter.ts` and possibly `main.ts`/`game.ts`. Run `npm run build` before changing anything. If it's broken, stabilize to a green build first and treat that as turn-0 baseline. The live dist (23:25 last night) was verified working with play + editor modes.

## WHAT THE ORIGINAL IS (researched facts):
- "A fast-paced, top-down shooting game. Set in the post-apocalyptic world, you have control over a spider to defeat the killer robots and retrieve the Tree of Life."
- Set in 2700: you are "the ultimate assassin spider" fighting a rogue AI called D.A.R.W.I.N.
- Tech the original team highlighted: **procedural animation** (spider legs), **post-processing**, **VFX** — that's why their GIF looks so juicy
- Roguevania elements in their newer build: **collect scrap from fallen droids**, craft/customize loadout, many robot enemy types ("Mechabots") and colossal bosses ("Gigabots")
- Reference frames from actual gameplay: `reference-frames/frame-001.png` … `frame-010.png` — RE-READ 2-3 of these before deciding what to build. Note in particular:
  - frame-001: a bright **electric/tesla arc ability** firing, 7-slot ability hotbar at bottom (sword, blades, bomb, orb, ring, lightning, rocket-ish icons), circular health-ring avatar top-left
  - frame-005: yellow link-lasers snaking across the floor
  - frame-008: a massive orange explosion with ember spray

## YOUR JOB — close the gap. Priorities in order:

### 1. FUNCTIONS (gameplay closer to Sicarius)
- **Fill the 7-slot hotbar with real abilities.** You have laser (LMB), bomb (Space), rocket (F). Add 3-4 more — pick from the original's vibe, your judgment. Strong candidates given the frames:
  - **Tesla arc / chain lightning** (the frame-001 signature move — beam that chains between nearby enemies)
  - **Melee lunge / blade spin** (close-range AoE, sword icon in their hotbar)
  - **Deployable orb / drone** (orbits you or sits as a sentry)
  - **Shield / phase-dash** (brief invuln reposition)
  Each ability: keybind (1-7 selects, or direct keys), cooldown shown on the hotbar slot, distinct VFX + SFX.
- **Scrap drops**: killed bots drop glowing scrap that magnetizes to the player within ~2 cells. Scrap counter in HUD. (No crafting system — just the satisfying pickup loop. Crafting is out of scope.)
- **An objective**: a "Tree of Life" style goal — e.g. a glowing tree/relic object placed in the arena (also placeable in the editor!); clearing all enemies unlocks it; touching it = victory screen. Better than the current "kill everything = win" because it gives the level a focal point.
- **One bigger enemy tier**: a "Gigabot" — slower, 8-10 HP, bigger silhouette, heavier attack (e.g. slow rocket volley or ground-slam shockwave). Place 1 in the default level; add it to the editor palette.

### 2. VISUALS (post-processing + VFX, the original's calling card)
- **Post-processing pass**: bloom you already have — add vignette + slight chromatic aberration + a moody color grade (dark navy shadows, hot orange/red highlights like the frames)
- **Spider leg procedural animation upgrade**: legs should plant/step with IK-feel rather than uniform wiggle — the original's procedural animation is its pride
- **Muzzle flashes + impact decals** (scorch marks that fade) for weapons
- **Ambient dust motes / floating particles** in the air catching the light
- Death VFX per enemy tier (Gigabot death = big multi-stage explosion)

### 3. EDITOR (do not regress, small extension)
- New palette entries: Gigabot + Tree of Life objective (single-placement like spawn)
- Save/load roundtrip must keep working; bump schema gracefully if needed

## CONSTRAINTS:
- Pure three.js procgen — NO gpt-image, NO GLTF
- TS strict, vite build green, e2e must pass (extend tests for new abilities minimally)
- Don't break: editor pan/zoom, JSON save/load, play-from-here, existing 3 weapons, link-lasers
- Mobile/touch can lag behind — desktop-first for the new abilities

## BUDGET: 45 turns hard cap. Order: stabilize → abilities + scrap + objective → Gigabot → post-processing/VFX → editor additions → e2e. If at turn 38 the post-processing isn't done, ship without it. PLAYABLE > COMPLETE.

WHEN DONE: one-line summary of what you added.
