The game worked, but it looked like a prototype. This was the session where it got a proper identity — new colour palette, illustrated assets, and screens that actually feel like they belong together.
- The new palette centres around cream, grass green, and earth brown — Playfair Display for headings and Lato for body text. It immediately felt more like a sports day than a tech demo, which is exactly the vibe.
- The splash screen went from a basic menu to a full-bleed two-zone layout: cream sky on top, grass below, with an illustrated spoon and egg in the middle. It's the first thing you see and it needed to set the tone. A dissolve transition takes you into the game.
- The results screen got the same two-zone treatment so it feels like a bookend to the splash rather than a completely different page. Consistency across screens is one of those things you don't notice until it's missing.
- The gameplay screen went full bleed with a mottled grass texture — patches and blade marks rendered on the canvas. Before this it was just a flat colour, which made the spoon feel like it was floating in a void.
- The spoon itself got a proper metal look — reflective highlights and shading rather than a flat grey shape. The egg lost its cartoon face and crack marks in favour of a cleaner, more realistic shell. Subtle, but it raised the whole visual quality.
- Motion lines appear when you tilt the device, giving you some visual feedback on how aggressively you're moving. They scroll vertically from the top edge as parallel streaks rather than radiating from a centre point.
- An OG image (1200x630 JPEG) went in for social sharing — WhatsApp, Twitter, iMessage previews. This is one of those things that takes ten minutes but makes a massive difference when someone shares a link.