Drop the dots, and stop handing back the dodge
"what are the dice dots for?" -> "drop them", and "the dodge swipe should not reset to the middle when firing". The pips were colourblind redundancy so the mode did not rest on hue alone, but they were noise to everyone who can separate the colours and they shrank to nothing on a body at distance — exactly where the channel had to work. Gone from the bib and the chip. Recorded in PROJECT.md as a known gap rather than pretended away: if the mode ships, the answer is bibs that differ by shape at sprite scale, not dots. The dodge one was never a drill bug. The auto-assist recovered toward HOME.P including its x, so firing walked you back to the centre line: measured, a step out to 1.94 m was dragged to 0.77 m over one ball's flight — most of a dodge, handed back for free, which is the welded-in-place complaint the sidestep exists to answer arriving slowly instead of all at once. Splatter recovers in DEPTH ONLY now and holds whatever lane you stepped to. Tennis keeps the full recovery: recovering to centre is the real sport's footwork and there is no sidestep there to protect. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -356,6 +356,13 @@ zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixtu
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±4 m either side of the centre line at the baseline, so the walk bound alone let him leave the
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frame entirely. `xLimit()` in gameplay — the camera limit, floored at the sideline so every legal
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ball stays catchable. The walk and the sidestep share it.
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- **The auto-assist recovers in DEPTH ONLY in splatter — it must never undo a sidestep.** The
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recovery target used to be `HOME.P`, x included, so firing walked you back toward the centre line:
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measured, a step out to 1.94 m was dragged to 0.77 m over one ball's flight, i.e. most of a dodge
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you had spent a cooldown on, handed back for free. That is the "welded in place" complaint the
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sidestep exists to answer, arriving slowly instead of all at once. **Tennis keeps the full
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recovery** — recovering to centre is the real sport's footwork and there is no sidestep there to
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protect. (Oliver: *"the dodge swipe should not reset to the middle when firing"*.)
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- **The sidestep is how you move outside `rally`, and it is not a walk.** One committed step
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(`TUNE.dodgeDist`) on a cooldown, carrying `TUNE.dodgeIFrame` seconds that beat BOTH damage
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channels — the chip damage in `hurtPlayer` and the instant-death contact test. It exists because a
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@@ -598,6 +605,17 @@ are the ones being called now, which is a better decoy than the old fixed-batch
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established soak trick; and never compare `zombies[i]` across frames, because bodies despawn at the
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baseline and the array shifts (that read as a 1.5 m lane drift that never happened).
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**FIFTH PASS — two cuts.** *"what are the dice dots for?"* -> *"drop them"*, and *"the dodge swipe
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should not reset to the middle when firing"*.
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- **The die-face pips are gone from the bib and the HUD chip.** They were colourblind redundancy —
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a channel so the mode did not rest on hue alone — but they were noise to everyone who can separate
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the colours, and they shrank to nothing on a body at distance, which is exactly where the channel
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had to work. **This is a known accessibility gap now, recorded rather than solved**: if the mode
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ships, the answer is bibs that differ by SHAPE or marking at sprite scale, not dots. A channel that
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fails at the far baseline is not a channel.
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- **The dodge fix is in gameplay.js, not in the drill**, because it was never a drill bug — see the
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new invariant above. It changes the gore mode too, and deliberately.
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**Open, and every one of them is Oliver's call after he plays it:**
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1. **A ball that carries through the lane can complete two steps at once** — measured: one serve
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killed bib 1 and then bib 2 standing behind it, banking two correct steps in one shot. Had the
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