Three things, all in service of the match reading as its own mode:
BLOOD, COUNTED. The vignette says "worse" and never says "how many". One pip
per hit left, top-right beside the board, in the panel language the game/sets
bar already uses; the last two breathe. Pips rather than a bar on purpose —
the pool is 4 or 8, and a smooth readout of a small integer is the exact
ambiguity being fixed.
OPPONENTS FELLED IS THE MEASURE (handoff slice 1). Blood-only scoring means a
lost game costs nothing but the blood already spent, so games survived is not
the achievement. The in-play bar prints OPPONENT n · m FELLED instead of the
game/sets line, the death screen says BLED OUT / FELLED n OPPONENTS · m GAMES,
and it keeps its own matchBest — drillBest's pattern. The kills-to-next-point
pips are hidden in a match: nothing there is killed for points, and they were
colliding with the new line anyway.
STAGING WEARS A DIFFERENT ICON. Both builds live on the same phone and two
identical bloody tennis balls is a coin toss. Driven by HOSTNAME, not by the
branch — the block is identical on staging and main, so it never conflicts on
a merge and never has to be remembered.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
"the player is too weak in this mode. also the killing by smashing occurs too
often. i cant really control it. maybe obsolete? also the serving after the
first serve does not happen from behind the groundline".
matchPlayerHp 8 — the match brings its own pool. The gore mode's 4 was an
inheritance, not a decision, and a real game has rallies you deserve to lose
without the run ending.
Regicide is out of the match (kept in the duel, where any-weapon-counts is
the point of sudden death). In a full game every hard serve that happened to
meet the body was a free kill nobody aimed. A match ball never damages the
opponent — it passes through like a soft ball and racketAI plays it — so the
wound stages are exactly the scoreboard. That also made hp-per-opponent
meaningless, so the ladder escalates in racketAI instead: +12% speed per body
felled, whiff chance x0.82 per rung.
And serving resets to behind the baseline with real deuce/ad mirroring:
setupPoint's "serve from wherever you're standing" branch now excludes the
match, which falls through to the tennis positioning. Verified live: second
serve from z 24.3, x mirrored to the ad side, opponent unwounded by anything
but the score.
38 tests, 15 seeds clean.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Oliver's insight, and it retires a whole subsystem: "we don't need colors at
all! we already have different zombie types.. so the sequence is the zombies
themselves".
The bib and then the ground disc were both inventions bolted on to give a
body an identity it already had. A brute does not look like a runner, the
game is built on reading those silhouettes at speed, and the strip can show
the body's own walk frame instead of a swatch — no legend, no mapping, no new
art ever. It also deletes the accessibility problem outright rather than
deferring it, because a silhouette is not a hue. DRILL_COLS, drawColourRing,
drawBib, PIP_FACES, blip(), drillRingR and drillTones are all gone.
Two rules keep a type unambiguous: the plain shambler is never in the
alphabet (it is what the eaters are, so "not the puzzle" needs no marking),
and one of each type is on court at a time.
The new failure mode this created is instructive. Types move at different
speeds and drill bodies hold their lane, so one in a lane you are not in
walks the whole court and off the back untouched — stranding the sequence
asking for a body that no longer existed, i.e. the un-winnable state the mode
exists to prevent, reintroduced by a change that looked cosmetic. A batch
body crossing your baseline counts as caught now ("GOT PAST YOU"), which is
also just better design, and the speed spread is narrowed to 1.35..0.70 so a
batch stays coherent. Their real difference is HP and that is untouched: a
runner is one shot, a roller is seven.
Verified: 14400 frames of simulation, zero frames where the sequence named a
body that was not on court.
29 tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
"the colored zombies should also explode like they did before and make the
normal splash sound on destruction.. no bleeps please.. can we make the color
as a color circle the walk on? the sign they're holding is not nice. also
remove the ball slicing in this mode.. this leads to unwanted hits".
The silent deaths were my bug: the hook in killZombie did drillKill(zb) and
then RETURNED, and everything below that return is the death — decal, pile,
36-particle burst, splat, headshot crack. It resolves after the splice and
without returning now. Both halves are load-bearing and each was a bug in
turn: splice first or a freshly drawn combination names the corpse; don't
return, or the body simply vanishes.
The colour is a disc on the court the body walks on, drawn before the sprite.
The bib was a flat quad pinned to a walking sprite — UI stuck onto a
character, covering the art it sat on. On the ground it takes the court's own
perspective, measures 12.4px across at the spawn line against a chest patch's
few, and hides none of the sprite. A hard dark rim plus a bright inner line
is what keeps it from reading as another gore decal.
No slicing in the drill: a cut ball leaves the corpse and strikes whatever it
finds next, which in a mode where the wrong body is the failure is the game
choosing your target for you, badly.
And the mode has no sound of its own now, deliberately. The umpire reading
the list was vetoed, the arpeggio that replaced him was vetoed. blip() is
deleted. A kill bursts and splats like every other kill in this game; the
strip carries the list.
28 tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
"make the game that it is actually winable meaning that all required colors
are visible on the far side before when a color combination is shown.. for
now no colors that are not in the current combination but occasional zombies
which don't have a color and are converging to the player trying to eat him".
Two rules define the file now. Every colour on court is IN the current
combination — no coloured decoys, so the strip can never name a body that is
not there. And a combination is only shown once its bodies are all on the far
side, which is free because the batch is BORN there: it is a property of the
construction rather than a check that could be wrong.
The pressure moved to the eaters: plain unbibbed shamblers on their own
clock, deliberately not flagged `drill` so they keep the gore mode's homing
and converge on you while the bibbed batch walks its lanes. Killing one is
never a fault; letting one reach you is the ordinary caught. The puzzle plays
fair and the danger arrives separately, which is a better trade than a puzzle
that cheats.
The batch is the round: kill the last of it and the next walks in on the same
frame with its combination already called.
One real bug, caught by the new test: killZombie resolved the drill BEFORE
splicing the body, so a combination drawn on the spot could name the corpse —
a round asking for a colour that is not on court, i.e. exactly the unwinnable
state this pass exists to prevent. Splice first, resolve second.
28 tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Oliver: "daniel announcing is maximum annoying" / "don't let the rush in
position just let them coming from the back in steady speed.. try to space
them not too close" / "when one combination is done just let the new one in..
in a continuous stream that increases in speed and difficulty" / "the rounds
can stay, they should be continuous".
The round survives as the unit. Every seam around it is deleted: no walk-on
to a mark, no announcement beat, no between-rounds pause, no deal. Bodies
walk in from the far baseline forever and a round is drawn from whoever is on
court — finish one and the next is drawn in the same frame, off the same
rolling population. The bodies you were ignoring a second ago are the ones
being called now.
- Daniel is gone from this mode. Each colour has a pitch; a round announces
itself as a four-note figure in half a second (blip()). drillTones 0 mutes
it. The recordings stay in assets.
- PLACEMENTS is deleted with the marks — nothing rushes anywhere and nothing
stops, so there are no shapes to place.
- A DRILL BODY HOLDS ITS LANE. updateZombies homes bodies onto the player's x
past the net, so they arrived spread and bunched into a knot right in front
of you; spawn spacing cannot survive that. Their lane is the puzzle here.
- One ramp on TIME SURVIVED drives speed, spawn gap and round length. Speed
is stamped per body at spawn, so the ramp reads as newcomers outpacing the
ones already walking, not the court accelerating under you.
- The empty-court watchdog is gone and nothing replaced it: with a stream
there is no state to be stuck in. One line covers every case.
27 tests, rewritten around the stream.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The late game is repetitive because the optimal move never changes: kill the
nearest thing, now. This is the first swing at a mode where it does — a
coaching drill where the umpire CALLS a colour sequence aloud while bibbed
bodies take their marks, and you must put them down in that order while they
walk at you. Uncalled colours are decoys you have to ignore. Two faults is a
double fault and the round is theirs.
Back room only (DRILL TEST, or #drill): this is a feel-test for one question —
tense, or just noisy? — so it keeps its own round count and touches neither
tennis scoring nor the run.
- voiceSeq: voice() drops a line that would start while the umpire is still
talking, which is fatal for a list. Decode first, queue at accumulated
offsets, and the anti-overlap rule is satisfied instead of fought.
- Four colours with PIPS as well as hue — red/green alone makes the mode
unplayable for ~8% of men.
- drawBib is a ponytail-marked overlay that knowingly breaks the sprite rule;
it is the thing to delete if the mode survives.
- BOTH target pickers snap (flickTarget and zombieTarget). Snapping only the
slingshot left fifteen tap-serves in a row scoring nothing.
- Contact costs the point, not the run — permadeath stays in the gore mode.
- startDrill disarms the ordinary schedule; updateDrill redeals and logs an
INVARIANT if anything empties its court.
Eight new tests (24 total) pin the ownership contract both ways, the call
beat, the win, the double fault, the un-winnable-round guard and the death.
PROJECT.md carries the four open questions for the playtest.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The gun, beacon, flamer and rocket fell silent the moment they cleared the court:
firing and steering were both gated on phase 'rally', and every beat raised by the
kill that empties the court (a point, a won game, the mop-up) parks the phase in
'over'. A burst is its own control mode for its whole len, like a horde — its own
clock is the only thing that ends it. Not fixed by forcing the phase back to rally:
a parked 'over' beat that never expires is how pendingHorde gets stranded.
The countdown moved off the tile's bottom edge (the rounded frame, and the bottom of
the screen) into the tile: the armed slot's well drains as a gold wash, clipped to
its own rounded path, under the icon and labels.
16 tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>