Okay, fixed the issue with the scoring if there's a double enemy hit just as you qualify for the bonus round.
Also, thanks for your note (pardon the pun) about the missing lower pitched chime in the bonus round. I completely missed that. Also, in adding that, I realized I was awarding the 50 points immediately, but it should actually be awarded only after the enemy explodes and when the lower pitch note chimes. So thanks for that.
I've promoted the dev build to production with all the changes.
Here's the change log for the release:
- Enemy speed is now 30% faster than the previous release for each level. The speed does not increase after Level 7.
- The probability of an enemy firing increases with each level, starting with 33% chance in Level 1 and increasing to 66% in Level 7.
- A bonus round starts exactly after scoring 100 points in any level.
- The 50 points for an enemy hit in the bonus round is awarded after the enemy explodes.
- A lower pitched note plays when points are awarded in the bonus round.
Thanks again for your notes on this simulation. I've credited you on the game page for your contribution :)