The flick shows itself, the width is a dial, the blood stays on
Three asks. The placement ring: an aimed rally hit stamps a gold ring that fades where the shot is going — flick, watch it bite the corner, learn the cause. Not stamped for unaimed hits (marking scatter would teach noise), gone in 0.8s (a permanent ring reads as a target rather than feedback). The opponent's width is the ladder's third dial. Its returns scatter off aimError x (1 - quality), which painted lines from game one. matchWideBase 2.1 keeps opponent one inside what an auto-run player can cover — measured, 25 returns all inside +-2.2m — and matchWidePer earns 0.4m per rung, so line-painting is the late ladder. Speed, reliability, width: three dials. The blood vignette replaces the temporary border. The old wash flashed 0.3s and vanished, so between hits the screen said you were fine. A radial vignette reads G.hp directly now — its depth is your damage fraction, permanent until healed, hit pulse riding on top. Global: the hp channel is global. Same no-HP-bar philosophy one layer out; at 1 hp the frame is properly blood-rimmed and the court centre stays legible. 44 tests, 12 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -394,6 +394,10 @@ export const TUNE = {
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matchFlub: 0.08, // the match's own whiff base — the duel's 0.2 gives away a fifth of all
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// returns, which across a game is an opponent that beats itself
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matchFlubKeep: 0.82, // ...and it keeps only this much per rung — the ladder now that hp is flat
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matchWideBase: 2.1, // m either side of centre the FIRST opponent's returns may land — the width an
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// auto-run player can actually cover. Its scatter painted lines from game one
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// ("still a LOT of unreachable balls"); now line-painting is the late ladder
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matchWidePer: 0.4, // ...earning this much more width per opponent felled
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matchHeal: 2, // hp back for a game won (the duel's healPerDuel rate)
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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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