import InfoBox from '../components/InfoBox.astro';
import PullQuote from '../components/PullQuote.astro';

Eating fruit makes the snake harder to steer, but until now that growing risk had no lasting reward beyond the fruit's flat points. Combos had the opposite problem: they created bonus fruit, yet the board never explained why it appeared. This pass makes both systems legible, one in the score and one in the interface.

## A longer snake should be worth more

The [letter-rarity score](/posts/letter-rarity-scoring#what-rarity-was-supposed-to-mean) rewards the word itself. The new length multiplier rewards playing that word while carrying a larger, more dangerous snake. It starts at `1.0×`, adds five percent for every cell beyond the initial length, and uses the snake's length after the word has finished moving. Fruit eaten halfway through a word therefore contributes to that word immediately rather than waiting for the next submission.

```text
word score = round(base word score × length multiplier)
length multiplier = 1 + extra snake cells × 0.05
```

## Enough to matter, not enough to take over

The architecture grilling compared three percent, five percent, and ten percent per cell. Three was difficult to notice, while ten made growth dominate letter rarity by the middle of a game. Five puts a snake ten cells longer at roughly `1.5×`, enough to create a second scoring strategy without replacing the first. The player gets that multiplier in duel mode as well, but the AI does not: it receives none of the extra risk or control that comes with a longer body, so giving it the same reward would be false symmetry.

<PullQuote>A longer snake is not only a liability now, it is a score the player has chosen to carry.</PullQuote>

## Explain the fruit after it exists

Combo feedback began as three proposed surfaces: a toast when fruit spawns, a floating point value when it is eaten, and icons in the word history. Design review removed the point pop. The remaining two already answer the useful questions: the toast names what happened immediately after the fruit appears, while the history shows which words caused it. Waiting until the board animation completes matters here. Announcing a banana before the banana is visible makes the interface describe an event the player cannot verify yet.

<InfoBox title="History can change backwards">
  Some combos belong to more than the final word. An antonym pair marks both words, and an
  alphabetical streak marks all three. When the last word completes the combo, the earlier history
  entries gain the same fruit icon retroactively. One word can carry several different icons, but
  overlapping combos of the same type still show that icon once.
</InfoBox>

## Teaching where the action is

The welcome overlay also comes out in this range. It appeared before a new player could touch the game, returned on reload until a game was completed, and could not be dismissed with Escape. The multiplier display and combo feedback take the opposite approach: show the consequence beside the score, name the event beside the word input, and leave a record in the words the player actually submitted. The game now teaches these systems while they are doing something, which is a better place to ask for attention.