game: heap the captured stones, and draw real clouds
The bowl held a scatter of stones, which read as a single flat row: the rows sat 6.2 apart while a stone is 15 wide, so they overlapped almost entirely. The stones now form a mound — the widest row at the bottom of the bowl, each row above it higher and shorter, alternating parity so they nest — and the pile rises as a parabolic heap rather than a band. The generated cards drew clouds as two or three flat white ellipses. They now use a shared cumulus: overlapping puffs sharing one userSpaceOnUse gradient, so the silhouette reads as a single lit volume with a shaded base, plus a glow per puff that fades to nothing for a soft edge. No blur filter — resvg drops what it cannot render, and a missing cloud is worse than a crisp one. The reaction card's cloud is the one the card is built around; the OG card keeps its two corner decorations, now recognisably clouds.