game-mechanics

  1. 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.

  2. 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.

  3. Showing the snake where it's about to go

    A ghost-path overlay that simulates each keystroke before it happens, a collision rule that took two attempts to get right, and the interactive demo it made redundant.

  4. Quiz should score high

    Word scoring drops the inherited word-frequency model for Scrabble-style letter values, the duel AI is recalibrated to match, and a domain glossary lands first to give the whole decision a shared vocabulary to be written in.

  5. A reason to come back

    The daily challenge gets a real midnight boundary instead of an arbitrary UTC one, the wait for it becomes a countdown instead of a dead end, and web push notifications arrive, built around the one hard constraint the hosting platform imposes on anything running on a schedule.

  6. The clock comes off

    The thirty-second per-word timer added three weeks ago comes out entirely, scoring reverts to pure word length times rarity, and a UI freeze traced to backdrop-filter blur turns up in three more dialogs with a blunter diagnosis than the first time.

  7. The week the game started watching itself

    A three-PR refactor trio makes the word-submission pipeline immutable and side-effect-free, then the newly-launched game gets its first stats page, a same-week AI tuning pass informed by it, docs finally caught up to the Postgres stack, and a WCAG 2.2 audit closes the week.

  8. 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.

  9. Thirty seconds to decide

    A tuning pass over daily mode: a per-word timer with a speed bonus, a background-timer bug that punished new players for reading the tutorial, and a board size that flip-flopped within the same day.

  10. A second snake, same engine

    Duel mode lands in one day: a turn-based match against an AI opponent that shares the daily engine and a first, cautious idea of what a safe move looks like.