design-system
Everything looked urgent
Separating primary action from danger, fixing fruit contrast, and making pill controls describe what they actually do.
Four tabs, one question at a time
Restructuring the stats page around mode, scope, and language, with prototypes and typed review catching what the first implementation missed.
The image that repaints itself
The daily share image gets real fruit icons, an OG-ratio canvas, and a gold rank line that fills in the moment a leaderboard submission lands.
A menu worth a second look
Four throwaway prototypes, reviewed live behind a query-string switch, turn three identical mode buttons into a hero card and a duo below it.
the norwegian umbrella: full bilingual gameplay across every mode, and the main menu restructure
Bringing Norwegian back properly as a PRD-driven umbrella project, introducing a 29-letter alphabet, per-language letter rarity, and a brand new main menu.
The narrow screen gets to decide
Foundation tokens make a mobile-first redesign tractable, then a second design review turns layout stability and colour contrast into regression tests.
Two kinds of ready
A second design pass swaps oklch approximations for exact designer hex values and a machine-readable spec, then a seven-part bundle declares the game launch-ready: once-per-day enforcement, a streak counter, analytics, and a way to help pay the hosting bill.
Same names, new values underneath
A font and color rewrite that touched zero component files, a layout pass built on the tokens it introduced, and a leaderboard that started checking its own math.