Plan v2: match structure, enemies, weapons, interlude (phases 7-13)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -38,10 +38,13 @@ Two runtime-only import cycles (documented in headers): input↔gameplay, zombie
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Ball boys mop gore they pass. HUD shows THEM instead of CPU.
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- Balance knobs in TUNE (T panel): zSpeed, zSpawnEvery, zMax, zSplatQ, zPushback.
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## NEXT UP — PLAN.md
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The zombie-mode expansion (tighter shot loop, multi-kill fanfare, gore piles, bomb balls,
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horde waves + machine-gun racket, racket zombies later) is fully planned in PLAN.md —
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phased, with per-phase verify recipes. Implement it phase by phase, push after each.
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## NEXT UP — PLAN.md (v2)
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Phases 1–6 (shot loop, fanfare, gore piles, bombs, hordes, racket zombie) are SHIPPED.
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PLAN.md now holds v2 (phases 7–13): match structure (games/sets/changeovers as the
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difficulty director, permadeath runs), bomb juice, weapons on the new-balls rule,
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enemy roster (sprites first, Oliver approves), tennis interlude. Design decisions at
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the top of PLAN.md are settled with Oliver — don't re-litigate. Phase by phase, push
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after each.
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## PREVIOUS TASK — all four items from Oliver's feedback round are DONE and VERIFIED
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(serve cadence · flick-aim anywhere incl. over the net · zombie speed ramp · eaten):
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