Zombie mode: kills-per-point knob so a game isn't 4 pot-shots
1 kill = 1 point made a tennis game trivially short (4 kills). Gate player scoring behind TUNE.killsPerPoint (default 3) — K kills bank one point, the rest just splatter. Opponent breaches stay 1-for-1, so the asymmetry is where the pressure comes from. Live-tunable in the T panel; set to 1 to restore the old behavior. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -44,6 +44,7 @@ export const G = {
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interlude: false, // sudden-death duel vs the racket zombie: falsy, or {introT} while announcing
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duelLerp: 0, // 0..1 — how far the court has returned to tennis colors for the duel
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horde: null, // active horde wave {t, spawnT, mgT} — machine-gun racket, no serving
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killCount: 0, // splatter: kills banked toward the next point (see TUNE.killsPerPoint)
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runGames: 0, // games finished this run (either side) — the difficulty director
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sets: [0, 0], // splatter sets won [you, them]; 6 games = a set = a horde
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changeover: false, // the odd-game breather: no spawns, no serving, the boys mop
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