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Battle system0:37 video

A Super meter you can read

This film records the October 12 website build, including the persistent Super-meter presentation verified on October 10. Both players keep a bordered track and a separate status label as the resource builds, is spent or resets. The presentation change itself does not alter Super resource costs.

Recorded website prototype · Explanatory captions · Captions included in the video · Download video · Download transcript

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A track that stays visible

Both players have a permanent bordered Super track and a separate level/status label. A gauge can legitimately empty when its resource is spent or a match resets; the updated presentation keeps its location and CHARGING status visible.

What the recording shows

Ordinary guarded attacks build the resource to MAX / READY. A keyboard Super spends Player 1's meter from 100 to 0 while CHARGING and the track remain visible. A deliberate Custom Combo spends the available resource and briefly shows CUSTOM before release returns it to CHARGING. The active label is also held in a clearly marked close-up of the actual recorded frame. A new match restores both empty labeled gauges.

Six focused regressions

The six focused HUD regressions passed again against the current source. They cover empty and partial tracks, available levels, spending for both players, Custom Combo and round reset, paused level selection, independent AI readiness, Accessible percentage readiness and invalid-value clamping. These checks exercise DOM and resource state.

Recorded and tested scope

The film uses a fresh full-game-window browser recording of the deployed website, made with the production in-game recorder and including the actual DOM HUD and the game's direct audio mix. Microphone capture is off. Separate browser viewport screenshots sample both empty, full/ready and Super-spent tracks at 1280, 390 and 320 pixels. These are emulated phone widths, not physical-device tests.

Readiness beyond the filmed scenes

The focused source tests also cover human selected-level readiness, independent AI readiness, Accessible percentage readiness and invalid-value clamping. Those checks are separate from the keyboard demonstration; this film does not show all control modes or certify any physical gamepad.

Read the full video transcript
A Super meter you can read
Recorded website build — October 12, 2026

00:00:00.000 — Both empty tracks stay visible.

00:00:03.000 — Ordinary attacks build the meter.

00:00:09.000 — Full resource: MAX / READY.

00:00:11.200 — This keyboard Super spends 100 to 0.

00:00:16.300 — Empty fill. Visible CHARGING label.

00:00:18.600 — Custom Combo spends meter, then returns to CHARGING.

00:00:21.600 — CUSTOM identifies the active state.

00:00:24.100 — A new match resets both labeled gauges.

00:00:27.200 — Six focused HUD checks passed.

00:00:29.700 — Keyboard capture. Physical controller checks remain.

Original designs and artwork by Keyeske Yamada.
Game made completely in Codex GPT 6.1 SOL.
Music scores by Codex, remixed in Suno.