Bangers has no upright cut — the slant is in the glyphs, which is also why the
chevrons are Silkscreen — so a heading that wanted to shout without leaning had
to come from somewhere. Bungee is an arcade/signage face, upper case by design,
and it stays in-world where the platform's UI sans did not. Bundled beside the
other two with its OFL licence; the Dockerfile already copies assets wholesale.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
He died at every chapter boss because he could not move, and there were two
independent reasons for it. The movement block is 'rally'-only — a settled feel
decision the six boss AI styles were written around — and a boss is fought from
'pretoss'. On top of that canAimServe() is true through a boss fight, so his one
finger was already spent on the slingshot: there was no gesture left over that
could have meant "move".
So it is a SIDESTEP, not a walk. One committed step on a cooldown, carrying
invulnerability that beats both damage channels — the chip damage in hurtPlayer
and the instant-death contact test. The rule about walking stands untouched.
The gesture is picked by WHICH WAY the drag leaves the deadzone, decided once and
never revisited for that touch: down-ish is the pull the game already teaches,
sideways is the step. No timing window, no invisible mode, so "one gesture means
one thing" still holds. The finger-steer modes are untouched — stick.aimable is
false in a horde, so the drag is the absolute steer it always was. The apron demo
now alternates PULL DOWN and SWIPE TO DODGE, and Marvin has a page for it.
The rest of the playtest list:
- Bangers is bundled beside Silkscreen, and the register IS the category. The
quiet face keeps the HUD, the rack, the control hints and RESUMING IN; the loud
one takes SET, CHAPTER, EPIC!, PERFECT and every free-floating flash. Floating
text gets one shared y and a drop shadow, so it survives crowd, clay and blood.
- Modals queue instead of being dropped. That was why the trainer and the weapon
had to be crammed into one card after a won duel; the heal gets its own popup
with the x_cross tin over it — a sprite loaded since that merge and drawn by
nothing.
- weaponModal's first-sight gate moved inside the function. The barrels gated
themselves and the tin ladder did not, so four weapons re-explained themselves
every three games while a barrel weapon explained itself once.
- Ten rack slots. Past five it grows a second row upward rather than shrinking
ten tiles under the thumb target; slots 0-4 stay welded to the bottom edge.
- The boss win holds for its own 3.6s and says EPIC!, with no GAME n NEXT line —
the bar under the scoreboard already prints that permanently. That bar went
from 6px to 7px, which is the smallest type in the game becoming words.
- The turn punches the camera in on him and the ground shakes harder at each beat.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Tins now accumulate on a courtside rack (cap 3) instead of replacing each other; a PLAIN slot banks specials for later, and GUN is a charge you pop for an auto-fire burst. Tap the rack or press 1-5 to choose what your serve throws. A fresh delivery auto-equips but never overrides a deliberate PLAIN, and the 1:1 sudden-death duel forces plain balls.
HUD gets real art: generated pixel-art weapon icons, an ornate Wimbledon scoreboard PNG backing the live text (no more code-drawn boxes on top), and a bundled Silkscreen pixel font replacing the system serif. Rack tiles get padding, count-over-label alignment, and an infinity marker on the ball.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>