design-system
A gameplay still for the social card
The link preview card for Words Are Snake now shows a still from the game instead of a title card, at the same file path, with alt text that matches the page description.
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.
Closing the mobile PageSpeed gap
Three targeted cuts to initial load (lazy-loading AccountModal, self-hosting variable fonts, and manualChunks CSS consolidation) lift mobile performance.
Four pixels on the first letter
The Daily word input jumped four pixels when its first letter appeared because one nested row had no height before it held a letter cell.
Thirty-three components in isolation
Adopting a zero-mock Storybook catalog for reusable Svelte components, defining the two-importer scope boundary, and enforcing story coverage in CI.
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.
A deliberate departure from the mockup
Redesigning PvP invitations and Settings meant deciding, up front, where the request diverged from the just-locked design-system mockup rather than treating the gap as an oversight.
Rematching with the same opponent in real-time PvP
Starting another match against the same opponent previously required sharing a new room link. Token-chained authorization and a six-state UI matrix bring instant same-opponent rematches.
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.