Delete the wake variant; say PULL DOWN and point only downward
The switch and the losing branch are gone — a fired band is a short streak behind the ball, full stop. TUNE.shotTail, WAKE and the tailMode branching all removed; the aiming band is untouched as ever. THE IDLE DEMO NO LONGER POINTS UP. It grew chevrons up-court as the pull grew, because the shot going the opposite way to the thumb was meant to be the lesson — but an up arrow on screen is an instruction to swipe up, and swiping up is the one gesture this game does not have. The only direction drawn now is the one you actually make: the dotted track, the thumb sliding down it, and a down arrowhead at the end, clear of where the thumb lands at full draw. And it says so in words. The mime alone was too abstract to read as "drag your thumb down", so PULL DOWN sits under the arrow in the pixel font. Which makes the text slot below it redundant while the demo runs, so it shuts up rather than printing the same instruction twice 40 px apart. The wording everywhere else moves BACK -> DOWN too: "back" is the ambiguous word that could be read as up-court, which is exactly the confusion here. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -168,12 +168,6 @@ export const TUNE = {
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// court — so every downward pull picked the same body and the angle felt inert.
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// 0.10 gives ±2.9 m out there: you have to actually point at a lane.
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pullHintAfter: 1.5, // s of doing nothing in the serve stance before the pull gesture demos itself
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shotTail: 1, // HOW THE AIM BAND BEHAVES ONCE FIRED. 0 = a short WAKE ahead of the ball,
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// dissolving; 1 = a short TAIL behind it and nothing ahead at all. Both keep
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// the aiming band itself untouched — full arc, full colour, that part is the
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// information you act on. Read per frame, so the T panel flips it live — but
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// the panel is keyboard-only ('T'), so on a phone this default is the setting.
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// 1 is Oliver's pick; the losing branch stays until a real playtest confirms it.
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aimTie: 0.12, // how much worse-aimed a NEARER body may be and still win the lane (0..1 of the
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// cone half-width). 0 = pure best-aligned wins; 1 = the old "nearest in the
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// lane always wins", which is what made the magnet grab the wrong shambler.
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