- Splash legend (screenManager.js): every row now uses a uniform 2-cell icon slot at
a shared left edge and a single fixed text column, so the four icons + descriptions
line up regardless of glyph width (was: per-row span math + leading-space hacks →
ragged columns, player sprite offset).
- Character creator was already on the homepage but read like an admin control: the
button showed the DEFAULT character label "Operator". Renamed the default to
"Adventurer" (charCustomize.js), switched the icon 🧍→🎭, and gave it a clear
"Create / customize your character" tooltip so it announces itself.
The skin/hair/cloth-base/gear palette-ramp recoloring on the top-down Tiles character sprites looked bad, so it's disabled: tintedTileCanvas() now returns null, making every caller (drawCharTileCanvas, charTileTexture, in-game + customizer preview + Pixi) fall through to the native Kenney sprite art.
The customizer's top-down editor drops the Cloth/Skin/Hair and per-gear color rows and keeps only equipment PIECE selection (body/head/shield/weapon). The ASCII '@' color picker is unchanged (shown in the ascii/color branch, driven by colors.base via avatarVisuals.tintColorFor). Iso skin tint and premium generated-skins are untouched. Suite 46/317 green.