game-mechanics

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. storing less, submitting once

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

  6. 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.

  7. 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.

  8. 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.

  9. A contract before the client

    The planned native client gets an offline submission path, a bundled dictionary, and an API compatibility rule before its first install exists.

  10. What the end of a game should say

    The end-game dialog gets a hierarchy, sharing survives the trip to the daily countdown, and the final board becomes part of the result without storing the whole game.