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Part of #2802. Parallel to the art hill climb in #2943.
The goal (owner's words, tidied)
Fights should be less about running in circles at each other and more about weighty, committed melee. The owner is happy to circle: the fighter orbits the opponent, and the opponent can switch circle direction, but the two never stand and face each other down in a straight line. Attacks should feel heavy, in the way of a slow stamina-gated action game: a wind-up you commit to, a hit that lands with weight, a recovery you can be punished in.
Feel targets
Orbit, don't charge. Movement is circling the opponent (strafe on a ring around them, forward/back to close or open the gap). The camera frames both. No straight head-on standoff.
Committed attacks. Longer, readable wind-ups on heavy moves, no cancelling out of an attack, real recovery frames that leave you open. Light moves stay quick but still commit.
Stamina is the limit. Every swing and dash costs stamina; running dry leaves you open. Guarding and dodging cost it too.
Weight you can see. Bodies drop their weight into a swing, hits stop the world for a beat, big hits stagger and push the other beast back, the camera gives a small shove.
Opponent that fights this way. The bot circles, switches direction now and then, baits a swing and punishes the recovery. It doesn't mirror you in a straight line.
Workers (all from main, one PR each, never stacked; Mervin settles overlap in sim.ts)
Area
Main files
A. Orbit movement and lock-on camera
src/sim.ts (movement, facing), src/controls.ts, src/main.ts camera
B. Weighty attacks: wind-up, commitment, recovery, stamina costs, balance
Area C (opponent AI) is up as PR #2949, Part of #2945. It needs the owner's hands-on feel check on a controller before the feel is called right. Leftovers (wider circle once orbit movement lands, fight shots) are in #2951.
Done, from the 2026-11-09 board scan (notes/audit/2026-11-09-*.json): Areas A-D landed in #2959 (merged); feel goes on as combat-feel climb #4046, owner's controller checks are MANUAL RUNs #2964 and #2947
Activity
Merge #2944 into weight-you-can-see: keep the stagger and wind-up wei…
Merge #2948 into weighty attacks: keep both the orbit and the weight …
Mythic Masters: orbit movement and shoulder camera (Part of #2945) (#…
Merge main (squashed #2944, #2948, #2957) into the combat round (Part…
Mythic Masters: orbit-and-commit combat round, one PR (Part of #2945, #…
QuinnsCode commentedon Oct 31, 2026
Area C (opponent AI) is up as PR #2949, Part of #2945. It needs the owner's hands-on feel check on a controller before the feel is called right. Leftovers (wider circle once orbit movement lands, fight shots) are in #2951.
Mythic Masters: before shot for the shoulder camera (closes #2958) (#…
QuinnsCode commentedon Nov 6, 2026
Triage 2026-11-06 (Bolt): covered, nothing to redo.
What's left is the climb's own target (7/10, judged by you) and those two MANUAL RUNs. This issue holds no other work.
QuinnsCode commentedon Nov 9, 2026
Done, from the 2026-11-09 board scan (notes/audit/2026-11-09-*.json): Areas A-D landed in #2959 (merged); feel goes on as combat-feel climb #4046, owner's controller checks are MANUAL RUNs #2964 and #2947