diff --git a/index.html b/index.html
index 5512d40..79bf06e 100644
--- a/index.html
+++ b/index.html
@@ -373,15 +373,17 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
align-items: center; gap: 4px; }
/* ...and an earned shield SMOULDERS: two-pixel embers drifting off it, each on its own delay and
lane (main.embers). Pure CSS — the menu parks the game loop and this has no business waking it. */
- #cdBadges .badge em { position: absolute; bottom: 22px; width: 3px; height: 3px; background: #f2cf6a;
- box-shadow: 0 0 4px 1px rgba(232,178,58,0.55);
+ /* they lift off the shield's TOP EDGE into the dark above it — at the old bottom:22px the whole
+ flight happened ACROSS the artwork, where a 3px gold speck is invisible (Oliver saw nothing) */
+ #cdBadges .badge em { position: absolute; bottom: 52px; width: 3px; height: 3px; background: #fff2c9;
+ box-shadow: 0 0 6px 2px rgba(232,178,58,0.75);
opacity: 0; pointer-events: none; animation-name: ember;
animation-timing-function: linear; animation-iteration-count: infinite; }
@keyframes ember {
- 0% { transform: translate(0, 0) scale(1); opacity: 0; }
- 18% { opacity: 0.85; }
- 60% { transform: translate(2px, -16px) scale(0.8); opacity: 0.5; }
- 100% { transform: translate(-1px, -30px) scale(0.4); opacity: 0; } }
+ 0% { transform: translate(0, 6px) scale(0.6); opacity: 0; }
+ 20% { opacity: 1; }
+ 60% { transform: translate(3px, -10px) scale(1); opacity: 0.75; }
+ 100% { transform: translate(-2px, -32px) scale(0.35); opacity: 0; } }
@media (prefers-reduced-motion: reduce) { #cdBadges .badge em { display: none; } }
#cdBadges img { height: 46px; image-rendering: pixelated; }
#cdBadges .badge u { font: 700 7px Silkscreen, monospace; color: var(--acid); letter-spacing: 0.5px;
diff --git a/src/main.js b/src/main.js
index c757128..8579c8c 100644
--- a/src/main.js
+++ b/src/main.js
@@ -602,10 +602,12 @@ const countUp = (write, target, dur = 700) => {
// leichtes feuer"). CSS keyframes, not a loop: the menu deliberately parks the game loop, and six
// two-pixel sparks per badge have no business waking it. The randomness is baked into each spark's
// own delay, duration and lane at build time, so no two shields burn in step.
-const embers = won => !won ? '' : Array.from({ length: 5 }, () =>
- ``).join('');
+const embers = won => !won ? '' : Array.from({ length: 7 }, () =>
+ ``).join('');
function buildCard() {
for (const t of cardTimers) clearTimeout(t);