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Nothing had focus by default when the outcome screen appeared, so a gamepad's ui_accept/ui_left/ui_right (bound to Godot's built-in ui_* actions) had no control to act on — same reason main_menu.gd grabs focus on its own default button per panel. Grab it on whichever button is visible (Play Again/Continue on a win, Retry on a loss); Godot's geometry-based focus neighbors then let ui_left/ui_right reach Main Menu from there. Verified headlessly: a synthetic ui_accept on the focused button reloads the run, same as a real gamepad A press would. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV