game-mechanics

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. storing less, submitting once

    Privacy deletion of rejected words and making the leaderboard submission idempotent to ensure a service players can trust.

  8. A camera for a game that keeps changing

    A scripted Playwright player records every combo on demand, while a browser prototype replaces platform emoji with a smaller, themeable icon language.

  9. Teach what the player has not found

    A pure hint engine turns missing player actions into timely guidance, combo rewards and hints share one notice system, and the abandoned native-client backend comes out.

  10. Reward the risk, explain the fruit

    Snake growth becomes a scoring lever, combo fruit gets feedback at the moment it appears, and the interface stops teaching before the player can act.