Triage failed the only test that matters — "i think the normal player does
not grasp this" — and the lesson across four drill designs is that every
invented rule needs teaching, while the rules the scene already implies need
none. So the new mode is the game's own oldest rule: tennis.
MATCH TEST in the back room (#match). One game per opponent, real 15/30/40
scoring. Built on top of the duel machinery: G.match runs a permanent
interlude, which is already what makes serving tennis-like, hides the rack,
quiets the spawn director and wakes racketAI. The one change is in
resolveInterlude — a settled point feeds matchPoint instead of ending
anything. About 90 lines for a whole mode, because the deepest system in the
repo was already built.
The score is the body: a quarter of its pool per point won, floored at 1, so
a love game walks the racket zombie through every wound stage and the game
point fells it. Its points draw your blood — hp--, eaten at zero, matchHeal 2
per game won is how you last. Regicide is inherited: kill the body mid-game
and the game banks by hand.
The timing is drawn, per Oliver's ask: an approach ring around the incoming
ball that kisses a fixed inner ring exactly at the sweet contact distance
(gold inside the band), and an apex band beside the toss spanning the same
0.12m keyPressed scores as perfect, with a tick riding the live ball. Both
cues use the mechanics' own numbers, so the picture cannot lie.
Verified by autopilot: 7 games in 90 simulated seconds, opponents 1..8, pools
4/6/8/10, wounds tracking points exactly.
36 tests, 15 seeds clean.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
"what are the dice dots for?" -> "drop them", and "the dodge swipe should not
reset to the middle when firing".
The pips were colourblind redundancy so the mode did not rest on hue alone,
but they were noise to everyone who can separate the colours and they shrank
to nothing on a body at distance — exactly where the channel had to work.
Gone from the bib and the chip. Recorded in PROJECT.md as a known gap rather
than pretended away: if the mode ships, the answer is bibs that differ by
shape at sprite scale, not dots.
The dodge one was never a drill bug. The auto-assist recovered toward HOME.P
including its x, so firing walked you back to the centre line: measured, a
step out to 1.94 m was dragged to 0.77 m over one ball's flight — most of a
dodge, handed back for free, which is the welded-in-place complaint the
sidestep exists to answer arriving slowly instead of all at once. Splatter
recovers in DEPTH ONLY now and holds whatever lane you stepped to. Tennis
keeps the full recovery: recovering to centre is the real sport's footwork
and there is no sidestep there to protect.
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>
Oliver played it: "the auto aim just mean no skills involved at all. this
should just go away.. there is no penalty at the moment.. make some
variations of the position on the court and the color".
The first two notes are one finding. With the shot locked to the called body
it was unmissable, so the fault could never fire — there was no penalty
because there was no way to earn one. Both snaps are deleted. What replaced
them is one line: aimTie is 0 during a drill. That is not auto-aim, it is
removing the guess — the ordinary magnet lets a nearer body inside the same
cone steal a shot aimed past it, which is right for a crowd you are mowing
down and exactly wrong where hitting the wrong body IS the failure. An
unaimed tap now lands on grass.
And the variation:
- six colours (purple, white) with the court dealt three to five of them, so
which colours turn up and how many decoys there are are live questions. At
four out of four every round dealt every colour and only the order moved.
- PLACEMENTS: fan, cluster, column, stagger, wing — weighted, mirrored per
round, lanes shuffled against the bib order. column stacks bodies in one
lane, and the ball hits the first thing it touches, so feet matter.
- pips are dice faces now, shared by bib and HUD chip. A row of five dots has
to be counted; a die is recognised.
Measured over 30 deals: all five shapes, counts even, all six colours, and
the first target screened by another body in ~10% of rounds. Verified end to
end in the browser that FAULT and DOUBLE FAULT both fire.
26 tests, including a named regression for the auto-aim staying gone.
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>
THEY KEEP COMING is a 2.4s 'over' beat again (warnHorde in beats.js) instead of a
flash raised on the same frame the wave lands, and the chapter boss walks on behind
an overlay — his name in red over ENTERED THE COURT — held for 3s by the new
self-dismissing modal clock (m.hold) rather than announced on a routine-set card.
startHorde returns a bool: if the court has been taken when the warning expires the
pendingHorde latch is re-armed rather than the set losing the horde it paid for. The
warning ticks on its own clock, not on the 'over' beat, so a beat that moves the
phase underneath it can't strand it (the mgT lock, again).
Three tests, 15 total.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>