The felled body earns its fall: the burst waits for the collapse, the card waits for the burst
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -497,6 +497,8 @@ export const TUNE = {
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// ("still a LOT of unreachable balls"); now line-painting is the late ladder
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matchWidePer: 0.25, // ...earning this much more width per opponent felled (softened with speedPer)
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matchHeal: 2, // hp back for a game won (the duel's healPerDuel rate)
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matchBoomHold: 0.5, // s the game-winning body lies prone before it bursts — the fall must be SEEN
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matchBoomCard: 0.6, // s after the burst before the WOUNDS TREATED card may land on top of it
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// The timing windows, DRAWN (the match's whole ask: "what is the possible tap window, what is the
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// sweet spot"). Numbers shared with the mechanics they visualise, so the picture cannot lie:
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matchRingFar: 9, // m — the approach ring fades in once the incoming ball is this close
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