Play hub + Daily Word game (Phase 1 of the games feature)
A calm /play space — "after the brief, a small thing to enjoy." Framework-ready for more games (Word Search next; zen/coloring later). * Daily Word (5 letters / 6 guesses) + Long Word (6 / 7) — same Wordle mechanic, Upbeat Bytes flavor (no "Wordle" in the UI). Hopeful answers; after solving, a one-line "why this word matters." * LLM proposes, code disposes: answers are picked deterministically by date-seed from a hand-curated hopeful pool that's pre-validated ⊆ the guess dictionary (always typeable), avoiding recent repeats; the LLM only adds the optional "why" (with fallback). daily_puzzles(date, game, variant, payload) stores them so everyone gets the same daily; the cycle pre-generates with the "why". * Bundled guess dictionaries (words-5/6.json, ~12.6k/22.4k) for client-side guess validation — never the LLM. Answer lightly obfuscated (base64) in the payload. * Private, gentle stats (played/solved/streak, guess distribution); spoiler-free emoji-grid share. No leaderboard, no timer, no streak-loss drama. * Play in the bottom nav (replacing Browse, still on the lane rail) + the header. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -260,6 +260,16 @@ CREATE TABLE IF NOT EXISTS feedback_replies (
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);
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CREATE INDEX IF NOT EXISTS idx_feedback_replies_fid ON feedback_replies(feedback_id);
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CREATE TABLE IF NOT EXISTS daily_puzzles (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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puzzle_date TEXT NOT NULL,
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game TEXT NOT NULL, -- 'word' | 'wordsearch'
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variant TEXT NOT NULL DEFAULT '',
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payload_json TEXT NOT NULL,
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created_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
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UNIQUE (puzzle_date, game, variant)
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);
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CREATE TABLE IF NOT EXISTS user_follows (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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user_id INTEGER NOT NULL REFERENCES users(id) ON DELETE CASCADE,
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