Answer the playtest: a net for the lock, and a duel that pays

The hang: I could not reproduce it or pin it on one latch, so this is two
things. A root-cause fix — iOS does not guarantee a touchend when you switch
apps mid-drag, and the held G.aim it leaves behind blocks the uncaught-toss
retoss forever — and a watchdog for whatever else is out there. The watchdog
does not time how long you have been blocked, because a horde blocks you for
fifteen honest seconds; it watches whether the clock that should release you is
moving, and logs the frozen state before letting go.

The duel: past about game 20 all four tins sit at wCap and a won duel handed
over literally nothing. It falls through to the barrel weapons now.

The prize also stops borrowing the praise channel — arriving in the same slot
as PERFECT made it read as another compliment. It gets a card with its own icon.

The turn into zombie mode was unwatchable because the zoom started ON it, and
the curve render applies is zero at t=0, so the camera only arrived half a
second after he had changed. It peaks on the turn now, and the swap lands on a
hitstop, a flash and a burst so it reads as an event rather than a glitch.

Laser down from 0.55 to 0.22 — zap() sums four voices, so its vol was never one
voice's level.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -1035,6 +1035,33 @@ period is a filter, not a migration. It replaced `splatterBest`, which it migrat
- `T.stats.check()` is the runnable check: it asserts the period filter and the aggregation against
a fixture, and `read()` takes an injected array precisely so it never touches a real save.
**THE DEADLOCK WATCHDOG** (`watchdog()` in gameplay.js) exists because a run that hard-locks costs
the player everything, and this file has form: `mgT` was once left above zero by a beat that moved
the phase underneath it, and `mgT > 0` blocks serving. It does NOT time how long the player has been
blocked — a horde blocks you for fifteen honest seconds. It watches whether the CLOCK that should
release you is moving: every legitimate wait (horde, burst, changeover, duel intro, an 'over' beat)
counts down, so a frozen signature for `TUNE.stuckT` seconds means the state is dead. It logs the
frozen signature into the miss log (scoreboard tap) before letting go — **a lock that unsticks
itself and leaves no evidence is worse than one that does not.** Soaked five game-minutes to game 23
through a horde: zero firings.
- **Anything new that blocks serving must either tick a clock or be added to `watchdog`'s release.**
- The matching root-cause fix is in input.js: `visibilitychange`/`blur`/`pagehide` drop the in-flight
gesture. `stick` and `G.aim` are only cleared by the touchend for the matching identifier, and iOS
does not guarantee that event when you switch apps mid-drag — a held `G.aim` then blocks the
uncaught-toss retoss (`!G.aim`) forever.
**A won duel must always pay.** `deliverTin` walks the four-tin ladder, and when every rung is at
`wCap` — which is the state from about game 20 — it now falls through to the **barrel weapons**
(unlocked ones only, so no rocket in game three). Before that it printed RACK FULL and handed over
nothing, which is the one thing the duel exists for. `RACK FULL` now means literally everything is
capped.
**The tin gets a CARD, not a flash.** `G.flash` is the praise channel (PERFECT, DOUBLE KILL), so a
weapon arriving there read as another compliment. `G.card` takes an optional `icon` now and draws it
above the title; the card does not wait for a tap. `weaponModal` still fires first-sight-only,
because that one has rules to teach.
**The world board ranks KILLS IN A SINGLE RUN.** Games survived is the same information at a tenth
the resolution — most players land between 5 and 20, so a games board is a wall of ties broken by
who got there first. Games ride along as the tiebreak and as a column. The prompt to sign it appears