Zombies get faster over time; when one reaches you, you're eaten
splatT now ticks while in splatter mode and scales spawn speed by 1 + min(1.5, splatT/70). A zombie within 0.7m of the player ends the run: gore burst, 'game, set, massacre', dark EATEN. overlay with final games and a tap-to-restart (gated 0.7s so death-spam doesn't skip it). Zombies keep shambling on the end screen but no longer score. Also verified the two prior unverified items: quick-serve cadence (0.25s between balls, flick = instant aimed serve) and flick aiming across the net (far/near lane selection works as designed). HANDOFF updated. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -29,6 +29,7 @@ export const G = {
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aiReactT: 9, // time since the player's last hit; CPU reads the shot after TUNE.aiReaction
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wasServe: false, // the ball in flight is a serve (first bounce must hit the box)
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splatT: 0, // time survived in splatter mode — drives the difficulty ramp
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eatenT: 0, // time since you were eaten — gates the restart tap
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};
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export const other = s => s === 'P' ? 'O' : 'P';
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