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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wuwiandClaude Opus 5 committed 2026-08-11 23:09:33 +02:00
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@@ -394,6 +394,10 @@ export const TUNE = {
matchFlub: 0.08, // the match's own whiff base — the duel's 0.2 gives away a fifth of all
// returns, which across a game is an opponent that beats itself
matchFlubKeep: 0.82, // ...and it keeps only this much per rung — the ladder now that hp is flat
matchWideBase: 2.1, // m either side of centre the FIRST opponent's returns may land — the width an
// auto-run player can actually cover. Its scatter painted lines from game one
// ("still a LOT of unreachable balls"); now line-painting is the late ladder
matchWidePer: 0.4, // ...earning this much more width per opponent felled
matchHeal: 2, // hp back for a game won (the duel's healPerDuel rate)
// The timing windows, DRAWN (the match's whole ask: "what is the possible tap window, what is the
// sweet spot"). Numbers shared with the mechanics they visualise, so the picture cannot lie: