Splatter: the pull IS the shot — direction aims, length is power
The ball economy made it harder in the wrong way: waiting for a ballboy is friction, not difficulty, and walking with the finger was one gesture too many for anyone to discover. Both are out — a spent ball hands you a fresh one again, and the thumb only ever does the slingshot. The brake moves into the gesture instead. The pull's LENGTH is now the shot's power and nothing else: under TUNE.zSplatQ it merely staggers, at full draw it's quality 1.0 with the PERFECT flash and hitstop. A lazy rhythm of short pulls can't kill anything, so tempo stops being a strategy. The pull's DIRECTION is a ray, not a landing point, which is the ergonomic fix for having to drag off the bottom of the phone: distance to the target no longer costs drag length. The first shambler standing in the lane eats the ball, whether it's 5 or 21 metres away, and the cone widens with range so distant lanes stay pickable. Full power now sits at 95px of travel. Also gone: the free predictive auto-lock on a directionless aim (zombieTarget returns null with no direction, and a bare hold no longer fires at all). Melee goes back to cleaving the cluster — it's the panic button — with the 1s cooldown left in as the brake. The reticle reads power throughout: cool blue only staggers, hot red kills, the drawn band grows behind you, and the pull clicks the moment it crosses the kill threshold. Verified by simulated touch gestures: 10px cancels, 35px = 0.31 (stagger), 60px = 0.60, 95px = 1.00; the same 60px pull reaches shamblers at 5m, 21m and diagonally; 22 serves in 30s, so the pace is back. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -45,8 +45,6 @@ export const G = {
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tinDue: false, // the rules called for new balls — deliver at the next changeover
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pendingGame: false, // a game just ended — flash 'GAME N' when the next one arms
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aim: null, // live two-stage serve aim {fx, fy, mag} while the thumb is down (splatter pretoss)
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loose: false, // splatter: {t} while your ball lies on the court — no serving until it's in your hand again
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fetchT: 0, // s until a ball is handed back to you (boy delivery, or fresh balls after one got eaten)
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meleeT: 0, // s of racket-swish cooldown left
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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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