PROJECT.md records the text reduction

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-08-31 14:42:18 +02:00
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Open for the phone: whether the fixture button should ever go to the setup screen (it does not
now), and whether the promotion's WALK ON should enter the cup instead of the clubhouse.
## Session log: THE MENU TEXT REDUCTION — the design handoff, built (2026-08-31, STAGING ONLY)
A handoff from a design session (its folder is on Oliver's disk, git-ignored: the prototype ships a
copy of thirty repo assets). Its rule, and now the game's:
- **JERSEY 15 NAMES** — screen titles (33px), rooms (17px), cards and courts. Bundled subset, 9 KB.
It replaced BUNGEE the same day Bungee arrived: Jersey sits on the same pixel grid as Silkscreen,
so it reads as one family with the sprite art, and it runs proportionally lighter. Sizes run
~+40% against the Bungee values because Jersey sits lower in its box.
- **BANGERS CALLS, once per screen** — the fixture button, the hero poster, a modal headline,
LEAVE THE MATCH?, PROMOTED.
- **SILKSCREEN INFORMS** — numbers, labels, chips. Unchanged.
- **A sentence survives only where it carries a decision.** Everything else became a bar, a pip,
or moved into the modal that opens with the mode.
What that cost each screen:
- **SPLASH**: the plaque is ONE row (crest · name · level, bar under it wearing the level it fills
toward). `#plGoal` is gone — the fixture button below said the same thing. The two secondary
doors carry a number each (`STATS / 4812`, `BOARD / BEST 612`, `stats.bestScore`, read locally —
the splash does not fetch the world board). `cupFixture.line` lost its round count to `.sub`.
- **PICK A GAME**: rooms are ONE WORD (SEASON / TRAINING / CASUAL) with no straps, posters are
their names, and `MENU.layout` deals each room its own way — the fixture is a 142px HERO with the
only second line on the wall, the training pair stands side by side at 106, the casual three
stack at 96. The whole wall fits one screen (654px); it was two.
- **MATCH SETUP**: blocks, not numbered steps. The meters' legend stands ONCE in the rubric row and
the per-row labels went with it; an open court says nothing, a locked one says `LEAGUE 4`. The
`#sSum` footer retired entirely — with it, `main.summary()`.
- **DIFFICULTY**: name plus three pips, as many lit as the chip is steep. No explanation.
- **TRAINING**: the revanche is a full-width row (`PUT YOU OUT`), rungs are two-digit numbers, and
the list ends on a dashed tile naming the league that opens the rest of the ladder.
- **VS**: three paragraphs became `YOU` / `HOST` / `JOIN`; the join button says `GO`.
- **MODALS**: ONE rule per row — the `sub` was nearly always the `lead` again in other words, so
the line that names the RESULT survives (`m.rules` takes plain strings now, objects only for
`hot`/`pips`). The blood pool sits as pips on that same line, hard right. The masthead carries one
strap: the walk-on's slogan, or `m.strap` (`LEAGUE 3 · 4 ROUNDS` — where the round count went).
**The walk-on's two levels are ONE face at ONE size** (Oliver): a comparison drawn at two sizes is
a headline with a footnote. Only the colour differs, and only where it means something.
Deliberately NOT taken from the handoff: nothing. Two small deviations — the meters' legend reads
`PACE · BOUNCE` (the order the bars are actually drawn in), and the `18 RUNGS` chip sits under LAST
rather than beside it on the one poster that can wear both.
## THE SEASON — the tournament is the story (2026-08-31, AGREED in discussion; PHASES 1-4 BUILT ON STAGING — see the log above)
Oliver's diagnosis, and it is right: "alles ist irgendwie beliebig... die Menüführung und die Start-