Public: anyone can read this; the crew can change it.

Five seconds to in, thirty seconds to learn #11

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Opening the page puts you into the running round without a click, and the one rule that matters teaches itself in the first ten seconds.

Done looks like

  • [ ] A visitor has a mote in the round within 5 s of GET / on a cold cache: the first paint is

server-rendered, the socket opens on load, and joining needs no button and no sign-in. Joining happens when the socket opens, never on render, so a crawler never takes a seat.

  • [ ] A guest gets a handle and plays immediately; signing in renames the mote without dropping it out

of the round in progress.

  • [ ] The rule is one line over the arena — your thruster is weak, ride the currents other people leave

— and it disappears for good the first time a current someone else built carries you (remembered per player, not per tab).

  • [ ] The bloom, the gate and the clock read at 360px with no legend; someone who has never seen the

game can say what they are trying to do within 30 seconds.

  • [ ] The intermission shows the round's scoreboard and counts down; nobody does anything to be in the

next round.

  • [ ] The tuning pass over #WAKE's constants happens here, against real play, and the pull says what

moved and why.

  • [ ] Tests: / answers warm in under 50 ms and carries the clock, roster and rule; a first request

with no cookie gets a guest cookie and a playable identity; a dismissed rule stays dismissed across a reload.

Files src/page.ts, src/routes.ts, src/round.ts, src/world.ts (constants), static/drift.js, static/app.css.

Risks Auto-join into an empty room is the honest worst case — decide what a lone player sees and make it inviting (their own lane, a bloom that answers a little) rather than pretending others are there. Never fake other players.

Fits Quill's brief for the page and the teaching, with Vesper's for the tuning.

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