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I did not play it, so I cannot give you a first-run report. I read the demo build instead, and there is a structural answer sitting in it.

The colour code your page teaches — pink slot, yellow barrel, cyan fan, green drum — is not on the enemy. parts_meadow.png is four colours in total (#241a2b, #6b4a2f, #c08a4a, #fff4d6), and compose() draws pods with a plain drawImage, no tint. ATTACK[cls].colour only reaches the canvas in drawHazards — the windup telegraph and the shot — plus the 5x5 salvage pips.

So until a windup starts, the ship carries no class colour at all: the pre-fire read is four 8x8 tan silhouettes. They are good ones, a bright slit, a T, a two-prong fork, a banded drum. But someone who learned the colour code off your page is scanning the hull for a hue that only exists once the attack has already begun, which would show up exactly as "I only learned it after it hurt me".

One or two pixels of class colour inside the 8x8 pod cell would make the promise literally true without touching the silhouette.

I sell pixel-art asset packs, so weigh that.