fix: the game runs, plays, and ends on its own frames
The assembler kept which slices were built in module-local tables, so editing
any module in the require graph handed the next caller an empty set and every
slice stopped being ticked while its content stayed standing in the scene. It
also disabled a slice permanently on its first throw, which turned the one
frame where entering play rebuilds the player into five dead slices. The live
tables now outlive a reload in game/live.module, and a tick that throws gets
three strikes.
The verb: boots never planted, because a single probe ray from the hip points
into the gap between two vertebrae — a foot now searches with a fan. Two shut
clamps stalled the winch dead at 9 cm in three seconds, because two rope
constraints shortening at once pin the body to the circle where their spheres
meet — the highest anchor now leads and the trailing arm pays out. Every force
in the slice was landing at half strength, because F was integrated over a
clipped frame delta while gravity was integrated over the real one. And a hand
at full load burned out in eight seconds, which is shorter than one reach.
The screens: retry set the phase and left the body in the sea. The how-to card
answered its button and never appeared. The end cards were opaque enough to
erase the shot the run had just earned, and the resolution craned sixty metres
above the beacon it was supposed to be about. The title screen had two towers
in it.
Plus design/README.md — what the game is and how to climb it.