# Neon Foundry Bullet Hell

Create a high-performance single-file arena survival bullet-hell game in `index.html`.

## Aesthetic
- **Theme**: Neon Foundry
- **Visuals**: Dark background with vibrant cyan, ember, and smoke colors. Clean, glowing geometry for entities.
- **Vibe**: Cybernetic, fast-paced, glowing, readable.

## Core Mechanics
- **Movement**: Player controls a small, highly responsive entity with a precise, clearly visible core hitbox (much smaller than the visual sprite).
- **Controls**: WASD/Arrows to move, Mouse to aim and auto-fire/click to fire. Mobile support via virtual joysticks (left for movement, right for aiming). Space/Shift to dash or blink. Right click or Q to use a screen-clear "panic" bomb.
- **Enemies**: Spawn in escalating waves. Different enemy types (chasers, shooters, burst-shooters).
- **Bullet Grammars**:
  - Phase 1: Simple targeted shots and slow rings.
  - Phase 2: Intersecting streams, spinning spirals, and sweeping arcs.
  - Phase 3: Dense overlapping patterns requiring precise micro-dodging and grazing.
- **Graze System**: Getting close to bullets without getting hit charges a graze meter or increases score multiplier.
- **Upgrades**: After surviving a wave or collecting enough drops, the player can pick 1 of 3 upgrades (e.g., spread shot, faster fire rate, more health, dash cooldown reduction).
- **Panic Bomb**: Clears bullets on screen, limited charges (e.g., 2).

## Technical Requirements
- Single `index.html` file containing all HTML, CSS, and JS.
- No external image assets (use Canvas primitives or SVGs).
- Smooth 60FPS performance even with hundreds of bullets on screen (use object pooling if necessary).
- Responsive layout that scales to fit the screen.
- Local storage for high scores.
- Pause menu and game over screen.

## Quality Bar
- **Readability**: Bullets must be highly visible against the background. Player hitbox must be obvious.
- **Difficulty**: Ramps up smoothly through pattern complexity, not unfair off-screen hits or sudden speed bursts.
