A big session of gameplay additions and polish. Quick Start presets, a new Shape filter, a full juice layer on correct and wrong clicks, and a HUD redesign that tidies up the bottom of the screen.
- Two Quick Start buttons went in on the start screen: Classic (locks in the standard pastel/classic/60s/square combo) and Random (picks from weighted pools with a 600ms preview before launching). Skips the filter fiddling for people who just want to play.
- A Shape filter row was added — Square, Circle, Diamond, and Random. Each shape uses hit detection based on the actual rendered bounds, so clicking the corner of a circle doesn't count. The filter buttons and the Play button also sync their background colour to the logo cycling animation, which makes the start screen feel a lot more alive.
- The juice layer was the biggest chunk: double-ring ripple on correct clicks, a floating score popup (+N) that fades upward, a radial vignette flash on wrong clicks, and haptic feedback (short pulse for correct, two-pulse for wrong). A custom crosshair SVG cursor swaps in during gameplay and reverts on exit. None of this changes the game, it just makes it feel better to play.
- The HUD menu button got replaced with a frosted glass pill at the bottom of the screen showing your current combo settings and a menu link. Cleaner than a standalone button and it makes the combo visible during the game without adding clutter.
- Emojis came out site-wide in the same pass — filter icons, Quick Start labels, the result card. Unicode symbols are still there where they make sense, but the colourful emoji approach didn't fit the clean aesthetic the game was settling into.