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Rules before the first key: every round says how it plays - #31
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The carousel blurbs give a mode's feel, not its rules, so a first round of survival, floor is lava or hot pursuit started blind. Until the first key, the typing panel now shows the mode's rules in two lines where the empty combo and rank sit, and floor is lava shows them above "type a falling word to start" (lock-on and free aim each get their own). menu::rules holds the text. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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New players start a round without knowing its rules. The carousel blurbs give a mode's feel ("feed the fuel"), but not that fuel starts at 10s, that 5 landed words cook you, or that a wrong key stalls you in pursuit. The rules live only in docs/play/modes.md.
Every round already has a "waiting for the first key" state (
started.is_none()), so the rules go there instead of in a help overlay. Players don't need to discover a key or close anything, and the rules disappear on the first keystroke.menu::rules(mode): two lines per mode, taken from docs/play/modes.md. Lock-on and free aim in floor is lava each get their own.0 HITSandBELL PEPPERat that point.Tested: fmt, clippy (desktop and wasm,
-D warnings), thetypeppertests, and.github/docs-check.sh main. A throwaway TestBackend dump rendered the pursuit panel and lava field at 90 and 40 columns, which caught pursuit's second line overflowing on narrow screens; it's shorter now. I haven't played it yet in a real terminal or browser.Known limits:
?help screen for heat, combo and fever. Add one if players still get lost.🤖 Generated with Claude Code