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Poked through this and its landing logic. The hold-release with a live arc preview is clean, and the rings tightening (tolerance falls from roughly a 95ms release window on ring 1 to about 36ms on ring 5) gives it a real ramp. One change: the landing marker turning green when you're on-target is doing all the work. It's colored by |landingX - ringX| <= ringRadius, so the ring you're aiming at stops mattering visually and the game becomes "release when the pixel turns green". That's a fine reaction game, but it makes your nice rings decoration. Either un-color the marker so the player has to judge the arc against the ring, or lean in and make it openly a rhythm/reaction game. Right now it's two games wearing one coat.