The theme was floating between the title and the size options; give it its own
soft accent-tinted card so it reads as the day's headline, distinct from the
size choices.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per field feedback.
* Each day is now THREE distinct puzzles: the three sizes draw DISJOINT word
slices from a date-shuffled pool (small/med/large = 6/9/13, sum 28 unique).
Curated fallback themes expanded to 30 words each; LLM proposals accepted only
if they supply >= 28 unique words, else fall back. No more repeats across sizes.
* Word Search is now a focused game screen on mobile (same as Daily Word): body
scroll locked + footer hidden (generalized .playing-game), and the grid sizes
to the largest square that fits between the theme and the palette (container
query) — the whole puzzle is on screen, no page scroll.
* Theme placement: full "Today's theme · <name>" on the size-selection screen;
just the theme name on the puzzle itself, saving vertical space for Large.
* cosy → cozy. 🇺🇸
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* In-app Back arrow is now deterministic on deep links: if there's in-app history
it pops (history.back); otherwise it navigates to the parent screen (game →
selection → hub) instead of leaving the site. Device Back stays native.
* Canonicalize ?game/?v: unknown game → hub; an invalid v for the game (e.g.
word&v=large or wordsearch&v=5) → the game's default, via replaceState so the
URL is clean and local-storage keys/status match. Derived variant/size are also
clamped so a bad URL can never crash the game with an invalid variant.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Hub → Game Selection → Game screens were internal $state with no history
entries, so the device/browser Back button skipped straight out of /play. Now
the screen is derived from the URL (?game=…&v=…) and forward moves use goto, so
each screen is a real history entry: Back goes Game → Selection → Hub → site,
matching the rest of the app. The in-app Back button uses history.back() so it
mirrors the device button. Statuses refresh on every navigation (incl. Back).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Make Daily Word feel like a focused mobile app screen, not a page with a keyboard.
* True viewport: while view==='play' && game==='word', a $effect locks body scroll
and hides the site footer (mobile only), so the keyboard is genuinely pinned, not
riding the document scroll. Effect cleanup ALWAYS removes the class on re-run or
unmount, so leaving /play (back button OR any navigation) can never strand it.
* Keyboard restyled on-brand + modern: flat off-white (--surface) keys with a
hairline border, soft 11px radius, no heavy raised shadow, ~46px tall, ↵ / ⌫
glyphs, centered (max-width 430) instead of a full-bleed beige slab.
* Tiles now size to fit BOTH width and the height left above the keyboard
(--tile = min(cap, width/cols, (100dvh-budget)/rows), gap 4px), so the active row
and keyboard are always visible — Long Word's 6×7 gets slightly smaller tiles.
Real-device Safari/Chrome is the final check (100dvh + safe-area handling).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mobile polish for the games.
* New flow: Play Hub → Game Selection → Game. The 5/6 (word) and S/M/L (search)
pickers move OFF the game screen onto a selection screen that shows each
option's today-status. Back-button reads "Game Selection" in a game and
"Play Hub" on the selection screen — buys vertical room for the keyboard.
* Daily Word on mobile now fills the height: the board scrolls in the middle and
the keyboard is pinned at the bottom, always reachable (no scrolling down to
type). Desktop stays inline.
* Keyboard restyled on-brand: warm cream keys (was cool generic grey), the label
font, an accent-tinted Enter, and the same green/gold/grey feedback as the
tiles; full-bleed, tactile press, safe-area aware.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two reported bugs, same root cause: the fixed-cell grid overflowed its wrapper
on Large, so (a) the last column spilled past the border and (b) the pointer→cell
math drifted across the row, recording finds "off by a letter".
* Grid now uses 1fr columns with max-width = n·32px: the board grows with the
grid and can never overflow (shrinks to fit a narrow phone instead).
* cellAt() accounts for the grid padding/border, so selection is exact edge-to-edge.
* restore() now validates each saved find against the CURRENT grid and drops any
whose cells no longer spell the word — clears stale highlights if the day's
puzzle changed.
Codex follow-ups:
* _ws_propose now requires >= large.count + 4 valid words before accepting an LLM
proposal (else falls back to a curated theme), so a thin LLM result can't
underfill Large. Added a thin-LLM fallback test.
* Cleaned Svelte warnings: removed the now-unused .gamecard.soon CSS, added an
ARIA role/label to the grid, declared gridEl with $state. Build is warning-clean.
* Added a stale-load guard in WordSearchGame.load() so rapid size switches can't
let an older request overwrite the newer selection.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Playtesting fixes:
* Constant cell size (~32px) — the board GROWS with the grid instead of shrinking
letters into a fixed box. Fixes Small's oversized spacing; on a narrow phone the
largest grid gently scales to fit (the standard word-search compromise).
* Themes now gather ~28 words (LLM asked for 28; curated fallbacks ~22 each), and
each size samples its OWN subset — so every tier is a distinct puzzle. Large is
now reliably full (14 words on 14×14), fixing the "13 words / 11 listed" mismatch.
* Tiers: small 8×8/6, med 11×11/10, large 14×14/14.
* Word list is now a framed "Find these · n/total" palette panel (pill chips that
take on each found word's colour) instead of loose text under the grid.
* Size chips use qualitative labels (cosy / balanced / a longer sit) so no count
can ever contradict the actual puzzle.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
From playtesting findings:
* Pools nearly doubled (115/104 → 228/201) with calm/neutral everyday words
(claps, dance, drench, beach…), not just strictly-upbeat ones — more variety,
~7-month runway. The post-solve "why" prompt reworded to fit neutral words.
* Word Search now stores one theme + word list per day; the grid is built per
request for three SIZE tiers — Small (8×8, 6 words), Medium (11×11, 9),
Large (14×14, 13). Large packs more words = a longer sit ("too fast" fix).
All sizes share the day's theme; every size still code-placed + solvable.
* Word Search themes can now be neutral everyday scenes ("Around the house",
"At the beach", "In the kitchen", "A walk outdoors", "Making music"…), not
only hopeful — same shape as the articles.
* Each found word gets its own colour from a calm palette, in the grid and its
word-list chip. Per-size local progress + best time.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A calm second daily game, same philosophy as Daily Word — LLM proposes, code
disposes.
* LLM proposes a hopeful theme + ~8 words; code validates (alpha/length/dedup)
and PLACES every word in a date-seeded grid, so the puzzle is always solvable.
Curated fallback themes if the LLM is thin. Only placed words are returned;
the solution cells (placements) are never sent to the client.
* GET /api/puzzle/wordsearch → {theme, words, grid, size}. No answer to hide:
the grid and word list are meant to be seen — the play is finding them, which
the client validates by reading the selected line off the grid.
* WordSearchGame.svelte: pointer-drag selection snapped to the 8 straight
directions (mouse + touch), found-word highlighting, no-fail, no pressure
timer — time is recorded quietly and shown at the end with a personal best.
Spoiler-free share. localStorage progress (restores found cells + timer).
* Hub's Word Search card is now live with today's status; cycle pre-generates
both games with the LLM.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>