game-mechanics

  1. Stabilizing the automated gameplay recording script

    Making the gameplay recording tooling engine-accurate and predictable by importing the real engine and pinning the apple queue.

  2. One snake, two renderers

    The live board and canvas share image learn one shared rule for drawing a connected snake without merging a tight coil into a blob.

  3. Confetti for the winner

    A win effect and per-viewer reveal rule let every player see one clear ending, even when a duel ends with both a winner and a crash.

  4. A second way to share

    A general "share the game" button joins the main menu, distinct from the post-game score share, plus a dependency catch-up that ran into a release-age policy of its own.

  5. 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.

  6. Silence was two different bugs

    One missing leaderboard entry exposed both silent server rejections and a client race that could erase a finished game without making a request.

  7. The crash and the verdict

    A particle burst, one reveal-timing rule, and actor-aware text make collisions and their consequences read as one event.

  8. 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.

  9. The wrong duel to copy

    AI-duel let a fabricated score reach the public leaderboard for a game that was never played. The obvious model to copy was PvP, the other duel mode. The one that actually fit was Daily Challenge instead.

  10. Three gaps, one bug

    Unifying daily and AI-duel score submission surfaced three suspected asymmetries. Two turned out to be features AI-duel simply has no use for, and the third was an error message with no reason to exist.