Feedback round + Phase 13: the duel, free-aim, honest stakes

Oliver's six complaints, addressed:
1. Opponent never came — a racket zombie now spawns on EVERY game you win
   (if none alive); endHorde no longer double-spawns
2. No wave-cleared feeling — sweepCourt: at game end the surviving wave
   collapses, every game gets a real beat (gameBeatT 1.6 / changeover 4.5),
   and 'GAME N' announces the next wave when play re-arms
3. Serve-posture lockup during machine gun — root cause: any 'over' beat
   expiring into setupPoint() -> pretoss during auto-fire (no movement outside
   rally, no serving during horde/GUN). The over-expiry now returns auto-fire
   modes to 'rally', never the serve loop
4. Forced bomb spending — specials commit ONLY on deliberate serves: flick
   (or arrow-aimed keyboard serve) fires the tin, plain tap keeps it; serve
   prompt teaches it ('FLICK FIRES THE BOMB - TAP KEEPS IT')
5. Auto-aim — free-aim: the flick vector maps to a landing point (length =
   depth, up to 22m), zombies within zSnap 1.4 magnet the shot, otherwise the
   ball lands exactly where flicked; taps keep the old auto-target assist;
   flicks now also work at the toss apex
6. Zombies walking through you — option (a): touch is honest. eatenR 0.9
   (brute +0.2) matches the visual sprite overlap

Phase 13 — SUDDEN DEATH interlude: court clear + un-dueled racket zombie +
about to serve -> 'Quiet, please. Play will resume.' / 'Sudden death.' One
point under REAL tennis rules (line calls live, the boss plays every ball,
spawns paused). Win (line call, double bounce, or regicide by any weapon) =
the next tin delivered on the spot; lose (out, or its return passes you) =
a game on their scoreboard + an instant 5-shambler surge. One duel per
opponent. New lines: play_resume.m4a, sudden_death.m4a.

Verified in browser: horde 'over' beat -> rally (lockup dead); game win ->
sweep + boss + beat -> SUDDEN DEATH chains naturally; duel lose path (GAME.
THEM., surge 5, scoreboard), no re-duel, fresh-boss duel, bomb regicide ->
tin on the spot; tap serve keeps stock, real touch-flick consumes + lands
at the flicked point, magnet snaps when near; eaten at 0.85m; tennis 11/12;
no console errors. PLAN.md/HANDOFF updated: plan v2 complete.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-07-12 11:50:18 +02:00
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@@ -390,8 +390,10 @@ export function render() {
if (G.phase === 'pretoss' && score.server === 'P' && G.mode !== 'eaten' && !G.horde && !(G.mgT > 0)) {
ctx.fillStyle = '#f8e048'; ctx.font = 'bold 8px monospace';
const touch = matchMedia('(pointer: coarse)').matches;
const stock = G.bombs ? 'BOMB' : G.triples ? 'TRIPLE' : G.flames ? 'FIRE' : null;
const txt = G.mode === 'splatter'
? (touch ? 'TAP TO SERVE · FLICK TO AIM · SWISH TO MELEE' : 'SPACE SERVES · ARROWS AIM')
? (stock ? `FLICK FIRES THE ${stock} · TAP KEEPS IT`
: touch ? 'TAP TO SERVE · FLICK TO AIM · SWISH TO MELEE' : 'SPACE SERVES · ARROWS AIM')
: G.serveNum === 2 ? (touch ? 'SECOND SERVE — TAP' : 'SECOND SERVE — SPACE')
: (touch ? 'TAP TO TOSS, TAP TO SERVE' : 'SPACE TO TOSS, SPACE TO SERVE');
ctx.fillText(txt, W / 2, H - 16);