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The core rule is simple: one ball represents one player turn. While the ball is alive, shots queue damage, healing, status effects, multipliers, and other combat events. When the ball drains, those effects resolve and the enemies get their response.

That creates a design problem we really like: a ramp cannot just be a ramp anymore. It can become a poison delivery system, a finisher, a high-damage skill shot, or a combo payoff depending on the run.

We are also experimenting with effects that manipulate the enemy line itself, fear, flank attacks, stagger, piercing damage, and other mechanics that care about which enemy is standing where.