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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@@ -177,6 +177,8 @@ export const TUNE = {
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zSplatQ: 0.5, // min shot quality to splatter; below = stagger pushback
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zPushback: 1.4, // m a staggered zombie is knocked back
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splatterOverT: 0.1, // s the spent-ball 'over' beat lasts before the next serve is armed
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stuckT: 6, // s the deadlock watchdog waits before letting go of a frozen latch (see update)
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tinCardT: 2.0, // s the won-duel weapon card holds (it does NOT wait for a tap)
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// the slingshot: the pull's DIRECTION picks a lane, its LENGTH is power. Deliberately DECOUPLED —
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// reaching a far shambler must not cost a longer drag than the screen has room for. The old
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// mapping (pull length = reach) is why you had to drag off the bottom of the phone.
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