game-mechanics
One recap, two modes
A blocking modal in PvE and an inline overlay in PvP get replaced by one shared recap component, ported wholesale from the Daily Challenge pattern.
One word at a time
Two long words typed at once could break the whole duel layout. The fix drops the side-by-side grid for a single panel that follows whoever is acting.
Fifty-six turns of twenty
A Daily Challenge that can never exceed twenty words showed a game log toggle claiming fifty-six turns. Fruit events were counting as turns.
The crash that used to win
A player ahead on score could just ram the wall and win. PvP duels get lives, hearts, and a reason not to crash on purpose.
The score that almost got away
A tab switch could strand a finished Daily Challenge with no way to submit it. The fix merges two screens into one and stops trusting the client for the score.
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.
Let the game explain itself
Game-log chips gain explanation-on-demand tooltips, while the recording script learns to demonstrate the game it claims to show.
Harder combos, not more kinds of fruit
Five new combos turn a design review into grape, melon, carrot, and a reusable tier system for harder versions of existing skills.
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 pvp duel system: server-authoritative state
Building the biggest single system in the game: dueling a friend asynchronously, backed by a server-authoritative engine and a compare-and-set turn model.