# PLAN — all phases shipped (v2 complete + three feedback rounds, 2026-07-12) Phases 1–13 are implemented, verified, and deployed, plus three post-plan feedback rounds from Oliver's phone playtests (aiming rework, freeze fix + presentation, aesthetics/stadium, runner + battery). See git log for the per-round record and HANDOFF.md for the current system map. This file now only records what was DECIDED, so nobody re-litigates it. ## The shape of the game (as shipped) - **The scoreboard is the progression.** Waves = games (spawn director scales with G.runGames), 6 games = a set = a horde, odd games end in changeovers, deliveries follow the new-balls rule. Permadeath: eaten = run over, best run persisted. - **Game-end theater**: at every game end the surviving wave collapses (sweepCourt), a real beat plays (gameBeatT / changeoverT), and 'GAME N' announces the next wave. - **An opponent, always**: every game you win spawns a racket zombie if none is alive. With the court clear and an un-dueled opponent waiting, the umpire restores order: SUDDEN DEATH — one point under real tennis line calls. Win = the next tin on the spot; lose = a game on their scoreboard + a 5-shambler surge. One duel per opponent. - **Weapon ladder** (deliveries cycle): BOMB → TRIPLE → FIRE → GUN. One tin at a time. Specials fire ONLY on deliberate serves: flick = aim + commit, tap = keep the stock. - **Free-aim**: a flick maps to a landing point (length = depth, zSnap magnetism); taps keep the auto-target assist. - **Roster**: runner (set 1 game 3+, shriek, solo), brute (set 2, hp 2, pushback-proof), shield zombie (set 3, chair blocks front, stagger = kill window). Touch is honest: eatenR 0.9 sprite-overlap = eaten. ## Feedback-round decisions (Oliver, 2026-07-12) - Zombies pass-through: resolved as (a) — touch HURTS (eatenR honest), not avoidance. - Interlude frequency: currently every game won (fresh opponent each game). If it overstays its welcome, gate it to every 2nd opponent — one-line change in the trigger (gameplay.js, `dueled`). - Multi-ball stays "one proper serve per fan" (triple serve), never rapid-fire. - Serve aiming is TWO-STAGE: touch shows the reticle at once (auto-lock on the most advanced zombie), drag aims, release fires, drag-back cancels. A flick is just a fast drag now. Specials commit only on aimed serves; tap-toss keeps the stock and the PERFECT power ceiling. Do not regress to blind flicks. - Runner counter: GLASS CANNON (any ball contact kills it) + runnerVMax cap — NOT a dedicated weapon (you'd never hold it when the shriek comes). - fps default 60 — Oliver felt 30 immediately and vetoed it. The TUNE.fps knob stays as an opt-in battery saver. Battery wins that DID stick: cached pile canvases, matchMedia hoist, RAF rescheduled before update (also the freeze insurance). - Engine port ruled out (third failed-rewrite risk; feel is the asset). If rendering ever truly outgrows canvas 2D, swap ONLY render.js for a WebGL backend. ## Tuning surface (T panel) All pacing knobs are in config.js TUNE — spawn director (zSpawnEvery/Min/Step, zMax, zMaxCap), beats (changeoverT, gameBeatT), deliveries (ballChangeFirst/Every), roster (runnerSpeed, bruteHp, shieldDown), aim (zSnap), stakes (eatenR). ## If a next arc happens, candidates in rough order of value 1. Balance pass from phone playtests (Oliver tunes, nothing to build). 2. PWA (manifest + icon + service worker, ~an afternoon) — full-screen home-screen app, offline, keeps the instant deploy loop. Oliver is also interested in SELLING it at 0.99 someday → that path is Capacitor + App Store (dev account €99/yr, Apple as merchant of record); informational only so far, do not build unasked. 3. Boss variety: a second duel opponent type (sprite session first, as before). 4. Meta between runs: unlock/records screen beyond best-run.