accessibility
When two theme rules tie
A light theme set alongside high contrast inherited the dark palette by source order, and the fix became a per-theme rule for the duel snakes.
Four points short of a hundred
A routine Lighthouse audit surfaced two accessibility defects on the duel word panel: a missing accessible name and a token the snake could not share.
Primary sources behind the firewall
Opening outbound access for primary compliance documentation through the devcontainer firewall, balancing a default-deny sandbox with authoritative research.
Class without classDef
Auditing 107 posts for diagram candidates, setting token-driven styling rules for Mermaid figures, and defining an accessible, click-to-trigger motion standard.
Three boxes, one shape
A request to declutter the keyboard's panel, the game log's panel, and the board's heavy border turned out to be three separate questions with three separate answers, not one visual fix applied three times.
Leaderboard chips learn to explain themselves on tap
Native title tooltips were invisible on touch devices. Extracting LeaderboardChip brings tap-to-open DetailTooltip popups and scroll dismiss across all leaderboard tabs.
The icon nobody recognized
Player feedback from an iOS user led to updating the backspace key icon and moving it to the top row.
Seven phases under one umbrella
A complete visual redesign across 18 catalogued surfaces, guided by a token migration plan, oklch contrast math, and a seven-phase base branch umbrella.
Everything looked urgent
Separating primary action from danger, fixing fruit contrast, and making pill controls describe what they actually do.
The board becomes readable
The game board stops being hidden from assistive technology and becomes a read-only grid that can be explored without taking control away from word input.