Seven verdicts from the test group
- opening CPU beatable in a game or two (softer cap, more whiffs, rubber band) - modals are for calm courts only; live-court news is a card now - the transition howto is gone: a ghost hand teaches the pull, the toss, the apex and the swing, each on the exact struggle it answers - a shot barrel keeps your weapon and glows its slot instead - switching weapons clicks, the live tile is unmistakable - barrels come faster the deeper the run goes - the umpire triple-tap cheat is deleted Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -79,6 +79,10 @@ export const G = {
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idleHintT: 0, // s the player has sat in pretoss without touching anything — after a beat the
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// pull gesture demonstrates itself (render.drawPullHint)
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meleeT: 0, // s of racket-swish cooldown left
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rackGlow: null, // {slot, t} — a freshly gathered barrel weapon pulses its rack tile briefly
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// instead of equipping itself (popBarrel keeps your current selection)
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tossDrops: 0, // consecutive DROPPED tosses (tennis) — ≥2 shows the ghost-hand apex hint
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passStreak: 0, // consecutive rally balls that passed untouched (tennis) — ≥2 shows TAP TO HIT
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// ---- the sidestep. The movement block is 'rally'-only on purpose, so this integrates OUTSIDE it
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// and is the only way to move in the serve stance (which is where a boss fight is spent).
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dodgeDir: 0, // -1 | 0 | 1 — which way the current step is going, 0 = standing
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