accessibility

  1. 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.

  2. 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.

  3. The icon nobody recognized

    Player feedback from an iOS user led to updating the backspace key icon and moving it to the top row.

  4. 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.

  5. Everything looked urgent

    Separating primary action from danger, fixing fruit contrast, and making pill controls describe what they actually do.

  6. 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.

  7. The number was never the decision

    A PvP host can now pick a turn time limit from 30 seconds to 3 minutes, for accessibility. Almost everywhere the old fixed 60 seconds showed up, the actual design underneath it never depended on that number at all.

  8. Fast, but not zero

    Speeding up the e2e suite by cranking animation speed risked breaking the one test that watches an animation happen. Reduced motion turned out to be the wrong kind of fast.

  9. One tooltip, anywhere on the page

    Detail tooltips reach the fruit on the board itself, and the "only one open at a time" rule stops being a property of the game log and becomes a property of the page.

  10. The interface does not end at the board

    Physical-key feedback, host sleep, and an iOS zoom gesture expose three boundaries the game still needs to design around.