All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
- Fixed showing wide buttons while icon font was still loading
- Fixed particles for some themes
- Build app using React Compiler, making game more power efficient
- Keeping screen awake is more complex on iOS
- Keep screen awake during level and share and data transfer QR code screen (Thanks Miloslav NenadΓ‘l for the suggestion!)
- Showing proper level type background in zen mode
- Winter levels are now 6 levels apart instead of 8
- Added level layouts to special levels
- Loading indicator is now more fluent
- Split up content for faster startup time
- Improved loading times of levels
- Fixed level track message for unlocking Wizard mode at level 268. (Thanks Katie O'Connell for reporting!)
- Added error boundary around entire app, to catch errors for (manual) reporting
- Added help about refreshing installation
- Reduced side spacing from buttons at bottom, to get some spacing on Samsung devices
- Made winter levels less frequent
- Revealed packages should stay revealed until manual restart
- Level type is now remembered if new level types are introduced or removed
- Used own implementation of 'findLastIndex' to stay on older version of Ecmascript
- Changed to display mode 'fullscreen' for PWA (hopefully hide nav bar on Samsung phones) Requires reinstall
- Make max with bit wider so that we keep gaps between columns
- Fix missing level title in hint mode 'off' sometimes
- Improved color gradient of start level animation for wide screens
- Fixed scale of block moving animations if content is scaled down due to height restrictions
- Fix displaying unlockable zen mode levels that are not available
- Special seasonal level types will also be available in Zen mode during that period
- Ability to scale level content for smaller displays (Thanks MichaelGoulding for reporting!)
- Updated the Help dialog, with multiple pages about multiple subjects
- Made the 'blocked!' detection a bit less eager, also fixed some cases where he couldn't detect if you were stuck.
- Improved the moves of the solver, removing a lot of useless moves, making the automoves a lot more efficient.
- Fixed stuck detection with buffer columns
- Zen mode rewards are now also visible on level track
- Auto update theme on activation date
- More preparations for spring theme
- Improved indication of difficulty increase on level track
- Updated Share mechanic, added share through QR
- Fixed stuttering on start of level animation
- Render performance improvements
- Updated level start animation to be more responsive to screen size
- Intro animation for non-normal levels
- Counter to show amount of last levels completed without hints.
- The Hint mode button now also responds to slides.
- Toggle to switch from hint mode
- Tutorial on level 1 for new players
- New 'normal' level template for players at level 300 and higher
- Update styling behind status bar on mobile
- Removed visible ring around button
- Some general improvements
- Automoves now will assist till 95% of the solve instead of 50%
- There was a mismatch in level settings in relation to proven seeds, causing level generation errors. Thanks to Federico for reporting!
- Ability to design more level layouts
- New Level Type for Spring Season
- Extra metadata for SEO
- Level solver logic, making solves more efficient, this caused recreated levels though.
- Add new icons in the app to align items
- Sound should be playing on earlier interaction
- New sound for level restart
- Updated duration for halloween and christmas theme
- Level track sliding down is now starting from the correct level nr.
- Updated difficulty curve to increase sooner, but in smaller steps (instead of the large hike at 166)
- Fine-tuned animation
- Start of block animation
- Using different animation strategy, removing animation through path, and start using translate
- More effort to smoothen animation of blocks
- Additional level template for normal levels above 230.
- Changed visual style to reduce rendering complexity
- Updated view alignment to center content for larger screens
- Speed improvements for block animation
- Improve responsiveness of touch controls
- Tapping (touch) one column and releasing on another now also moves blocks (did not work before)
- Clicking on one column and releasing on another now also moves blocks (same with touch)
- The cool new block moving animation has bad performance in iOS stand-alone mode, and is therefor disabled for now. I hope to enable them for iOS soon.
- Levels sometimes displaying a different state and resulting in weird results
- The cool new block moving animation has bad performance in iOS stand-alone mode, and is therefor disabled for now. I hope to enable them for iOS soon.
- Removed block motion on iOS. Apple is gimping the performance so badly, that the move animation is disabled.
- Sync of level state and render state when restarting due blocked
- Sync of level state and render state
- Tweak animation timing for better display on iPhone
- Remove blur of animation, to make rendering lighter
- Animation of blocks moving from column to column
- Removed reference to non existing asset that could slow down loading when offline
- Removed asset reference that could prevent quick loading in offline mode
- In game help screen explaining game mechanics
- Reduced lightning effect in fall theme
- Detection of being stuck while having a free buffer column
- Updated internal tooling for content management
- Detection of landscape of older browsers
- Improved error information on error screen
- Fixed getting stuck in zen mode if data somehow got incomplete
- Fixed click target of columns, preventing overlap on vertical stacks
- Added 'ghost' mode for replay hints halfway during halloween theme
- Added 'package' mode for revealing blocks halfway during winter theme
- Basic spring theme (WIP) to run in march/april
- Enabled zen mode at level 30, instead of 50
- Reduced size of storage format
- Improve responsiveness for columns and zen screen
- Feedback and donate buttons, per request of users π
- Restructured settings screen to have more options in an advanced section
- Sound effect for jumping smiley
- Pre-seeded list for each level setting, to eliminate loading times
- Clicking close in settings will not propagate to play button
- When transfer image is from different version, the conflict will now be shown
- Improved definition of being 'blocked'
- Labels to options in 'zen mode' screen
- New special level type, with steps buffer
- Animation on main track to let player jump to next level
- Always ask for confirmation before import
- Reveal block if not earlier revealed when column is completed with same colors
- Updated the difficulty of some of the special templates
- The beta label on the data transfer
- Fixed loading of level 360
- Decent error screen if level generation fails with email and back option
- Set screen orientation to portrait (Only Android supports this) Requires reinstall
- Reduced data in export, to succeed for most complex levels
- Data transfer option through the settings screen, to move progress from one instance to another
- Some padding issues
- Event calendar button to display current or upcoming theme
- Removed Option to disable particles. The performance issues have been resolved. (simplifies settings screen)
- Installation prompt
- Pumpkin being stubborn
- Pumpkin was rolling out of screen!
- Reduced movement speed of ghosts
- Pumpkin will move to other side of the screen to prevent being behind a button
- Built own mini CSS particle engine for the ghosts / snow. Hopefully smoother!
- Updated the ramp up of difficulty
- The flying ghosts are not fully rendered on android, an investigation is ongoing
- Option to disable particles
- Updated some colors to make them more distinguishable
- The flying ghosts are not fully rendered on android, an investigation is ongoing
- Background recoloring on start to a wrong state
- The flying ghosts are not fully rendered on android, an investigation is ongoing
- Removed scrollbar caused by pumpkin
- Updated some build specs in hope to improve performance
- The flying ghosts are not fully rendered on android, an investigation is ongoing
- Updates color of one of the orange halloween blocks to be more distinguishable
- Set frames per second of particles to 30fps, to prevent stutter
- Added explicit control variant to emoji's to prevent coffin outline on android phones
The introduction of themes! Themes change block colors and symbols, music and backgrounds.
- Fall/Halloween theme, runs from 1 oct till 8 nov
- Winter/Christmas theme, runs from 1 dec till 8 jan
- Setting to switch back form themed content
- Lazy loading audio to prevent pre-loading themed music that is not used
- Block types picked for special levels start at the end of color range
- Converted mp3 music to aac, to have smaller files
- Visibility of Changelog in the game settings
- Visibility of asset attribution in the game settings
- Icon of 'zen' mode is updated, for better contrast
- Zen mode, to play one-off levels of desired type and difficulty
- Level nr is now shown between buttons (when no automoves available)
- Misspelled button label in level track
- Pressed state for play button
- Hard levels are now either fully hidden, or hidden in checkerboard going from level 102 and up
- Special levels can now contain checkerboard hidden blocks from level 200 going up
- Level number visible in level, by request from users
- More win sentences
- Rebalanced AutoMove
- List proper version number in settings
- Auto moves was wrongly initialized, and shown to early
- Styling to PWA Update Toast message
- An auto move button to spend some moves towards a solve when you got blocked more than 10 times
- Extra verification if level is winnable
- Fix of random move (shadowed vars caused illegal moves)
- App logo - Requires reinstall
- Solver now has only one try per generated level, this speeds up level loading
- Colors only fade if going from hidden to revealed
- Updated styling of hidden block, to offset them better against normal blocks.
- Added fade animation when block gets revealed.
- Max width for column distribution, for desktop play.
- Colors are now added in batches of 4. If a level has 4 colors, it always picks from the first 4 colors. If it has 6 colors, it picks from the first 8.
- Changed lose message to "Blocked!".
- Changed win message to a random positive word.
- Audio started playing when disabled.
- Extra colors! There are now 16 types of blocks!
- Updated special template that (with increasing difficulty) will leverage all 16 colors.
- Added a loading indicator animation.
- Loading of levels should be a lot faster now.