Darker buttons. Five ways.
Solid dark fills, light lettering, and a little of the game’s ink. From clean edges to scratchier sketches, all in your chosen B layout.
Layout B + B3 selected
Other options preserved
A tankful,
then home.
The fuel icon and bar take the timer’s place. As the tank empties, the instruments settle away and a small Going home follows the camera lift.
The lift below is captured from the current game. The new text arrives with one soft bounce, then fades into the neighborhood.
Ready to preview.
The replay is shortened for review. Tank size, fuel use and refuelling are open design questions.
Original reference & what this study preserves
The layers that gave it life
In Godot, Norm drifted horizontally and vertically on his own rhythm. The panel moved more slowly, and Norm received a small share of the camera’s sway. His name was green, his expression changed between existing frames, and his entrance had a small overshoot.
The original panel inherited Godot’s theme: charcoal at 60% opacity, with fully opaque light text. The scene also used a 30% black world dimmer. The image alongside is a new render of those original dialogue scenes on a plain background, not a screenshot of a complete old play session.
All five button options use the selected B layout: a larger foreground character, a compact 74%-opaque panel, and independent sway. Button fills and lettering are fully opaque. The bright name and side stripe stay; quieter character colors appear at the buttons’ edges.
Pause motion also pauses pose changes. A reduced-motion preference starts the study still and uses a short fade for the drive home.

TutorialDialogue.gd · FloatingNorm.gd · NormPortrait.gd · camera_controller.gd · tutorial_dialogue.tscn · floating_norm.tscn. Current branch: feat/curb-reaction-polish, 5589b04.
Study-only translations and parallax are bounded around a fixed position. Fuel is a presentation prototype, with no selected consumption or economy rules.