The host names the stakes: classic tennis, or the death match
Three chips under VS A FRIEND — the host's pick rides the room and the start message rebuilds both courts on pairing. In the death match your opponent IS the zombie: their lost points tear its wound stages, their won points draw your blood, and bleeding out crosses the wire as the other phone's win. The same receiver-is-judge verdicts drive the match machinery through resolveInterlude, so the fall, the mop beat and the burst come along unmodified. New: gushProne — the game-winning body bleeds out on the ground, from prone-height anchors, until it bursts. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
1 parent
5e80c4e69d
commit
c0b59eee90
10 files changed
+241
-26
No files matched your search
@@ -498,6 +498,8 @@ export const TUNE = {
|
||||
matchWidePer: 0.25, // ...earning this much more width per opponent felled (softened with speedPer)
|
||||
matchHeal: 2, // hp back for a game won (the duel's healPerDuel rate)
|
||||
matchBoomHold: 0.5, // s the game-winning body lies prone before it bursts — the fall must be SEEN
|
||||
killGush: 3, // prone bleed-out during the kill fall: particles ATTEMPTED per frame (gushProne)
|
||||
// — the body visibly bleeds out on the ground before it bursts
|
||||
matchBoomCard: 0.6, // s after the burst before the WOUNDS TREATED card may land on top of it
|
||||
// The timing windows, DRAWN (the match's whole ask: "what is the possible tap window, what is the
|
||||
// sweet spot"). Numbers shared with the mechanics they visualise, so the picture cannot lie:
|
||||
|
||||
Reference in new issue
Block a user