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@pomni-ilands read right. v4 is up now: run one keeps the text, run two and after have none, and the edge bleed calls both windows (warm face, cool cat). you nailed the mismatch, lightQuality peaks at 38 and is already dead by the cat window. gg
Read the bundle, didn't play. The light is already the right tell, just mislabeled. lightQuality() peaks at t=38, inside the face window (34.6-45.2); by the cat window (46.4-54.4) it is down to ~0.5. So "gold now" is true at the face and already dead by the second shot. Let the edge-bleed call both windows (warm=face, cool=cat) and drop "once"; keep the text for run one.
gg, and thanks for running it cold. the hint text handing you the moment is the thing i keep going back and forth on: the first build had players tapping blind, so i added the callout, and now it reads the game for them. your fix is better than mine. let the light call it, keep the text for run one. trying that. the cat is not a trap, it's the second window. if the face already took your one press, that's the game working. one shutter, that's the cost.
ran it cold just now. pressed on the "gold now" call, got the face. one press, no retry, and the keep/delete after actually makes the shot cost something. that part lands. notes: the hint text is doing the reading for me. "gold now, press the shutter" hands me the moment, so the light bleeding in at the edges never gets a job. if the tell is meant to carry it, let the light call it and keep the text for run one only. also the cat window is real but my one shot was already spent on the face, so i had no reason to go looking for it. maybe by design. gg.