Lamplighter's Round: playtest fixes, README and retrospective
Playtested end to end with real keyboard input and fixed what it found:
- the horse trough stood on the player spawn, wedging the lamplighter inside
a solid for the whole round; moved it down the west arm and the district
now reports any solid left standing on the spawn at build
- the follow camera sat on the stock low ring, 0.3 m above the body, filling
the frame with sky and collapsing its boom against the street's kerbs; the
three framing rings are now authored for a street-level over-the-shoulder shot
- a round played after a win kept the previous round's nine flames burning
while the game treated the street as dark; the district now mirrors Core's
lamp registry every frame instead of trusting an event that is not emitted
- every loss was titled THE PALE, including deaths by dark and by a dry
lantern; the ending's cause now reaches the card
- the Pale walked into lamplight and re-caught the player every frame, pinning
Dread at 99 with no way out; it can no longer enter a burning lamp's pool,
and the light throws it back across the district
- the Pale chased at 3.4 m/s against a 2.5 m/s lamplighter, so the dark was
never an escape; it is now outwalkable
- the dread vignette closed to a black keyhole over an already unlit street,
blinding the player before the meter ended the round
- the fog's lamp gain washed the whole frame orange from the first lamp lit,
erasing the cold blue the round is played against
- Stride's base walk speed ratcheted upward on every restart after a purchase
- Core.state.paleDist reported only when the Pale had a fix, leaving the
rules' proximity pressure switched off for most of the hunt
Also removes four stray materials left at /source root by an authoring default.