docs(plans): add playful visual feedback milestone
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@@ -22,9 +22,9 @@ exit silhouettes remain distinct, and Player 2 uses a dashed secondary
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treatment so ownership does not depend on color alone.
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The closed and opened arched exits show the existing locked and opened exit
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states. The crystal represents the existing vision artifact. Spikes appear only
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with local blocked-movement feedback and do not add a trap, damage, protocol,
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or server-state feature.
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states. The crystal represents the existing vision artifact. The spike symbol
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is kept as a local catalog asset but is not shown for blocked movement; it does
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not add a trap, damage, protocol, or server-state feature.
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## Input contract
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@@ -51,6 +51,21 @@ For every projection, the browser translates only the received cells so the
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authoritative `self` cell stays under the centered avatar; this also keeps the
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avatar off a wall when the visible projection reaches a maze boundary.
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## Feedback and message rail
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The browser stores the direction for each outstanding move request. Only after
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a matching server `blocked` rejection does it shake the already rendered maze
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in the attempted direction for at most 340 ms; it shows no blocked-move text or spike
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notice. A matching `rate_limited` rejection darkens and blurs only the maze for
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at most 520 ms. Each effect has one restartable timer and is cleared on pause,
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result, reset, disconnect, and control reset. Reduced-motion mode uses a static
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maze border cue for blocked movement instead of a shake.
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All remaining Russian system messages use one `role=status` live message rail
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above the application top bar. One connection-loss message has highest priority
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and remains until a successful recovery; other messages deduplicate, replace
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lower-priority content, and dismiss after 2.6 seconds.
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Commands use the version-one protocol envelope and contain intention data only:
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```json
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