Everything looks good. Here's what I fixed: 1. **School + Gambling only**: The intro phase now bounces between `school` and `gambling` instead of `school` and `goon`. Post-intro `trackStressBounce` also only cycles between those two. All fallback recovery (floor bounce, slow speed) also targets school/gambling. 2. **Floating "-$100" text fixed**: The gambling effects (`gamblingEffects` array) were never being updated during the intro phase because `update()` returned early before reaching the effect update code. Added the effect update loop inside the intro phase path so the text properly animates (moves upward, fades in/out). Also made the text larger and gave it more upward velocity for visibility. 3. **Gambling triggers during intro**: When the ball hits gambling during the intro bounce, it now calls `triggerGamblingEffect()` to spawn the floating loss text. **Next Ideas:** 1. **Win/Lose Streaks** - Add rare "+$500" wins mixed in with losses, with a slot-machine animation on the gambling shape 2. **Addiction Spiral** - Make the ball gravitate harder toward gambling each time it hits it, visually showing the pull of addiction **Ready to level up your game? Pick one and let's build it!**