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Git Recon: menus as a toy-soldier briefing, hill climb to 8/10, rounds 2+ (from #3544) #3554

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Description

@QuinnsCode

Score: 5.0/10 (target 8)

Carried from #3544 (rounds 1, PR #3552): Git Recon's menus as a toy-soldier briefing. A toy-soldier third-person shooter fought in a codebase, with glossy black clay soldiers. The menus are the toy box and the field manual: moulded-plastic sprues and runners as frames, a glossy clay sheen on buttons, stencilled field-manual headings, mission cards like punched dog tags. Our own ideas only, never the look of any commercial toy line or game.

Goalpost: 8/10 from the owner on the menus

  1. In the game's own look. Title, lobby or front, settings, results and any panel read as the same world as the play view: material, type, ornament.
  2. Artwork, not only CSS. Backplates, frames, textures and insignia as small SVG, procedural canvas or headless-Blender tiles; say what each weighs.
  3. Still readable, every screen size. Contrast at or above today, play view unobscured, checked with bun run probe git-recon --shot from phone to desktop.
  4. eqosys menus wear it. The sign-in chip, report form, achievement toast and any lobby come through the skin hook from eqosys menus: a game injects its skin once and every shared surface wears it, hill climb to 8/10, rounds 2+ (from #3530) #3541, never a second stylesheet.
  5. House kit underneath. Components come from packages/ui and packages/game-controls re-themed by tokens; a forked copy of one is a gap.

Where it stands after round 1

  • Olive map table, a manila field-manual page in an SVG sprue frame, stencil-cut headings, glossy black clay buttons, dog-tag mission cards, a rubber-stamped result. The Controls panel is in the same page and frame through packages/ui tokens plus its own classes. Art: four SVGs in apps/git-recon/public/menu/, 3.4 KB.
  • Shots: apps/git-recon/docs/shots-2026-11-04-menus/ (before and now, for title, loadout, settings and results, at desktop, tablet and phone). The shot script drives the page through the probe: --js must end in return when it has more than one statement.
  • Two fresh judges, each corrected two points down: BEFORE 1.5, NOW 5.0.

Next

  1. Artwork depth (the biggest gap). Make the sprue read as moulded: gate stubs, part tabs and numbered parts. Fill the table around the card with toy-box and field-manual things (a fold-out diagram, insignia, a clay soldier silhouette). Give results a tally sheet in place of plain text.
  2. Phone polish. The gear chip sits over the first dog tag while scrolling. In settings, "Shift / Right Shift" wraps and clips. The locked-tag "Win ... to open" is low contrast. Settings has a second body font.
  3. eqosys menus. When the skin hook (eqosys menus: a game injects its skin once and every shared surface wears it, hill climb to 8/10, rounds 2+ (from #3530) #3541, PR eqosys skin: a game injects its look once, and the chip, toast, report form, lobby and spaces wear it (climb round 1) #3540) is on main, put this skin through it for the sign-in chip, report form and toast. Not before.

Activity

  1. QuinnsCode commented on Nov 5, 2026

    @QuinnsCode
    OwnerAuthor

    Score: 5.2/10 (target 8). Round 2, PR #3559. A fresh judge scored round 1's result 4.4 and this round's 5.2, each corrected two points down.

    round 1 round 2
    title, desktop
    results, desktop
    settings, phone
    loadout, phone

    What changed:

    • The sprue has gate ribs and numbered corner parts.
    • Wide screens get a field map and a clay recon figure on the table.
    • Results carry a tally sheet.
    • Phone polish. The judge caught one regression from my first try, the top fade showing the white play view; it's fixed in the PR's last commit, after the judging.

    Next:

    Carried in #3560.

  2. QuinnsCode commented on Nov 5, 2026

    @QuinnsCode
    OwnerAuthor

    Moved up to #3560

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